Eevee: fix some glsl for low quality lamps.
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@@ -1,7 +1,6 @@
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/* Mainly From https://eheitzresearch.wordpress.com/415-2/ */
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#define USE_LTC
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#define LTC_LUT_SIZE 64
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uniform sampler2D ltcMat;
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uniform sampler2D brdfLut;
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@@ -146,15 +145,6 @@ int clip_quad_to_horizon(inout vec3 L[5])
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return n;
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}
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vec2 ltc_coords(float cosTheta, float roughness)
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{
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float theta = acos(cosTheta);
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vec2 coords = vec2(roughness, theta/(0.5*3.14159));
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/* scale and bias coordinates, for correct filtered lookup */
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return coords * (LTC_LUT_SIZE - 1.0) / LTC_LUT_SIZE + 0.5 / LTC_LUT_SIZE;
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}
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mat3 ltc_matrix(vec2 coord)
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{
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/* load inverse matrix */
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