Cleanup: add missing braces to draw manager
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@@ -514,8 +514,9 @@ wmJob *EEVEE_lightbake_job_create(
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EEVEE_LightBake *lbake = NULL;
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/* only one render job at a time */
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if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
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if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) {
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return NULL;
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}
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wmJob *wm_job = WM_jobs_get(wm, win, scene, "Bake Lighting",
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WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS, WM_JOB_TYPE_LIGHT_BAKE);
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@@ -78,15 +78,18 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data)
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EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data;
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/* test disabled if group is NULL */
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if (oed->test_data->collection == NULL)
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if (oed->test_data->collection == NULL) {
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return vis_in;
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}
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if (oed->test_data->cached == false)
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if (oed->test_data->cached == false) {
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oed->ob_vis_dirty = true;
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}
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/* early out, don't need to compute ob_vis yet. */
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if (vis_in == false)
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if (vis_in == false) {
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return vis_in;
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}
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if (oed->ob_vis_dirty) {
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oed->ob_vis_dirty = false;
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@@ -457,8 +457,9 @@ void EEVEE_lights_cache_shcaster_material_add(
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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if (alpha_threshold != NULL)
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if (alpha_threshold != NULL) {
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DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
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}
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DRW_shgroup_call_object_add(grp, geom, ob);
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}
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@@ -599,8 +600,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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float light_attenuation_radius_get(Lamp *la, float light_threshold)
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{
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if (la->mode & LA_CUSTOM_ATTENUATION)
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if (la->mode & LA_CUSTOM_ATTENUATION) {
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return la->att_dist;
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}
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/* Compute max light power. */
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float power = max_fff(la->r, la->g, la->b);
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@@ -784,8 +784,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
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options |= VAR_MAT_CLIP;
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}
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if (is_shadow)
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if (is_shadow) {
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options |= VAR_MAT_SHADOW;
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}
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GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
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if (mat) {
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@@ -1485,8 +1486,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
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shgrp_depth_array[i] = NULL;
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shgrp_depth_clip_array[i] = NULL;
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if (ma == NULL)
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if (ma == NULL) {
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ma = &defmaterial;
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}
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switch (ma->blend_method) {
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case MA_BM_SOLID:
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@@ -1536,8 +1538,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
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EEVEE_ObjectEngineData *oedata = NULL;
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Material *ma = give_current_material(ob, i + 1);
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if (ma == NULL)
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if (ma == NULL) {
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ma = &defmaterial;
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}
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/* Do not render surface if we are rendering a volume object
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* and do not have a surface closure. */
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@@ -288,8 +288,9 @@ static void eevee_render_result_normal(
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EEVEE_PrivateData *g_data = stl->g_data;
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/* Only read the center texel. */
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if (stl->effects->taa_current_sample > 1)
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if (stl->effects->taa_current_sample > 1) {
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return;
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}
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if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
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RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
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@@ -336,8 +337,9 @@ static void eevee_render_result_z(
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EEVEE_PrivateData *g_data = stl->g_data;
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/* Only read the center texel. */
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if (stl->effects->taa_current_sample > 1)
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if (stl->effects->taa_current_sample > 1) {
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return;
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}
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if ((view_layer->passflag & SCE_PASS_Z) != 0) {
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RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
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@@ -244,8 +244,9 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
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float dist = 1e15;
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float determinant = b * b - a * c;
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if (determinant >= 0)
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if (determinant >= 0) {
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dist = (sqrt(determinant) - b) / a;
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}
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return dist;
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}
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@@ -108,15 +108,17 @@ layout(location = 1) out float fragAlpha;
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void main(void)
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{
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/* Discard to avoid bleeding onto the next layer */
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if (int(gl_FragCoord.x) * edge.x + edge.y > 0)
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if (int(gl_FragCoord.x) * edge.x + edge.y > 0) {
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discard;
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}
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/* Circle Dof */
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float dist = length(particlecoord);
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/* Ouside of bokeh shape */
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if (dist > 1.0)
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if (dist > 1.0) {
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discard;
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}
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/* Regular Polygon Dof */
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if (bokeh_sides.x > 0.0) {
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@@ -134,8 +136,9 @@ void main(void)
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dist /= r;
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/* Ouside of bokeh shape */
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if (dist > 1.0)
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if (dist > 1.0) {
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discard;
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}
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}
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fragColor = color;
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@@ -91,8 +91,9 @@ void main()
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/* Early out */
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/* We can't do discard because we don't clear the render target. */
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if (depth == 1.0)
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if (depth == 1.0) {
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return;
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}
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vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0));
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@@ -105,16 +106,18 @@ void main()
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vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
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/* Early out */
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if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
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if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
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return;
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}
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float roughness = speccol_roughness.a;
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float roughnessSquared = max(1e-3, roughness * roughness);
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float a2 = roughnessSquared * roughnessSquared;
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/* Early out */
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if (roughness > ssrMaxRoughness + 0.2)
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if (roughness > ssrMaxRoughness + 0.2) {
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return;
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}
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vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
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@@ -394,8 +397,9 @@ void main()
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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/* Early out */
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if (depth == 1.0)
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if (depth == 1.0) {
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discard;
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}
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/* Using world space */
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vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
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@@ -406,8 +410,9 @@ void main()
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vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
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/* Early out */
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if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
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if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
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discard;
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}
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float roughness = speccol_roughness.a;
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float roughnessSquared = max(1e-3, roughness * roughness);
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@@ -52,8 +52,9 @@ float shadow_test(ShadowSample moments, float dist, ShadowData sd)
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{
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float p = 0.0;
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if (dist <= moments.x)
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if (dist <= moments.x) {
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p = 1.0;
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}
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float variance = moments.y - (moments.x * moments.x);
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variance = max(variance, sd.sh_bias / 10.0);
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@@ -9,8 +9,9 @@ void main()
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float dist_sqr = dot(quadCoord, quadCoord);
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/* Discard outside the circle. */
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if (dist_sqr > 1.0)
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if (dist_sqr > 1.0) {
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discard;
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}
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vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
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vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor);
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@@ -9,8 +9,9 @@ void main()
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float dist_sqr = dot(quadCoord, quadCoord);
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/* Discard outside the circle. */
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if (dist_sqr > 1.0)
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if (dist_sqr > 1.0) {
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discard;
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}
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vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
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vec3 world_nor = mat3(ViewMatrixInverse) * view_nor;
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@@ -217,8 +217,9 @@ void CLOSURE_NAME(
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float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
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if (l_vis < 1e-8)
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if (l_vis < 1e-8) {
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continue;
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}
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vec3 l_color_vis = ld.l_color * l_vis;
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@@ -93,10 +93,12 @@ vec3 solve_cubic(vec4 coefs)
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float x_3d = 2.0 * sqrt(-C_d) * cos(theta + (2.0 / 3.0) * M_PI);
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float xs;
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if (x_1d + x_3d < 2.0 * C)
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if (x_1d + x_3d < 2.0 * C) {
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xs = x_1d;
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else
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}
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else {
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xs = x_3d;
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}
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xsc = vec2(-D, xs + C);
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}
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@@ -279,8 +281,9 @@ float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3])
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/* Now find front facing ellipse with same solid angle. */
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vec3 V3 = normalize(cross(V1, V2));
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if (dot(C, V3) < 0.0)
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if (dot(C, V3) < 0.0) {
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V3 *= -1.0;
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}
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float L = dot(V3, C);
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float x0 = dot(V1, C) / L;
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@@ -75,12 +75,14 @@ void main()
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#if defined(USE_ALPHA_HASH)
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/* Hashed Alpha Testing */
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if (cl.opacity < hashed_alpha_threshold(worldPosition))
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if (cl.opacity < hashed_alpha_threshold(worldPosition)) {
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discard;
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}
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#elif defined(USE_ALPHA_CLIP)
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/* Alpha clip */
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if (cl.opacity <= alphaThreshold)
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if (cl.opacity <= alphaThreshold) {
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discard;
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}
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#endif
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#endif
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}
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