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Remove unused #if 0'ed code
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31 changed files with 38 additions and 1416 deletions
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@ -1224,35 +1224,6 @@ in highp float dp_clip;
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#endif
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#if 0
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// need to save texture depth for this
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vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
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float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
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float d = scale * distance;
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/**
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* Armed with the thickness, we can now calculate the color by means of the
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* precalculated transmittance profile.
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* (It can be precomputed into a texture, for maximum performance):
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*/
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float dd = -d * d;
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vec3 profile =
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vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
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vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
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vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
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vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
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vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
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vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
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/**
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* Using the profile, we finally approximate the transmitted lighting from
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* the back of the object:
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*/
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return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
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}
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#endif
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
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