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Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
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16 changed files with 40 additions and 10 deletions
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@ -129,7 +129,7 @@ layout(std140) uniform SceneData { // ubo:2
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mediump float ambient_color_sky_mix;
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bool material_uv2_mode;
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float pad2;
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float emissive_exposure_normalization;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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@ -142,7 +142,7 @@ layout(std140) uniform SceneData { // ubo:2
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uint directional_light_count;
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float z_far;
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float z_near;
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float pad;
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float IBL_exposure_normalization;
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bool fog_enabled;
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float fog_density;
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@ -151,6 +151,10 @@ layout(std140) uniform SceneData { // ubo:2
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vec3 fog_light_color;
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float fog_sun_scatter;
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uint camera_visible_layers;
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uint pad3;
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uint pad4;
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uint pad5;
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}
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scene_data;
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@ -455,7 +459,7 @@ layout(std140) uniform SceneData { // ubo:2
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mediump float ambient_color_sky_mix;
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bool material_uv2_mode;
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float pad2;
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float emissive_exposure_normalization;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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@ -468,7 +472,7 @@ layout(std140) uniform SceneData { // ubo:2
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uint directional_light_count;
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float z_far;
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float z_near;
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float pad;
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float IBL_exposure_normalization;
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bool fog_enabled;
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float fog_density;
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@ -477,6 +481,10 @@ layout(std140) uniform SceneData { // ubo:2
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vec3 fog_light_color;
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float fog_sun_scatter;
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uint camera_visible_layers;
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uint pad3;
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uint pad4;
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uint pad5;
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}
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scene_data;
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