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cleaning for mac
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0475833e3b
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3 changed files with 13 additions and 4 deletions
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@ -47,12 +47,18 @@ float projection_getFar(mat4 projection) {
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// end of hybrid include
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<@if GLPROFILE == MAC_GL @>
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#define GRID_NUM_ELEMENTS 4096
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<@else@>
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#define GRID_NUM_ELEMENTS 16384
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<@endif@>
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uniform clusterGridBuffer {
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int _clusterGridTable[16384];
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int _clusterGridTable[GRID_NUM_ELEMENTS];
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};
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uniform clusterContentBuffer {
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int _clusterGridContent[16384];
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int _clusterGridContent[GRID_NUM_ELEMENTS];
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};
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ivec3 clusterGrid_getCluster(int index) {
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@ -69,8 +69,11 @@ void FrustumGrid::generateGridPlanes(Planes& xPlanes, Planes& yPlanes, Planes& z
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}
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#include "DeferredLightingEffect.h"
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#ifdef Q_OS_MAC
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const glm::uvec4 LightClusters::MAX_GRID_DIMENSIONS { 8, 8, 8, 4096 };
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#else
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const glm::uvec4 LightClusters::MAX_GRID_DIMENSIONS { 32, 32, 31, 16384 };
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#endif
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LightClusters::LightClusters() :
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@ -158,7 +158,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float m
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}
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// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
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vec4 evalPBRShadingDielectric(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, float fresnel = 0.03) {
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vec4 evalPBRShadingDielectric(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, float fresnel) {
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// Diffuse Lighting
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float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);
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