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~ | Fixing fog lighting acne and denoising not clearing
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@ -84,7 +84,7 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMateria
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}
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
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return mat.emission * mat.color / max(light_dist * light_dist, 1.0) * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
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}
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vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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@ -123,8 +123,8 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial
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float area = length(crossQuad);
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float pdf = 1.0 / area;
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float cos_theta = max(0.0, dot(obj.normal, -light_dir));
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return mat.emission * mat.color / (light_dist * light_dist) * pdf;
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// float cos_theta = max(0.0, dot(obj.normal, -light_dir));
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return mat.emission * mat.color / max(light_dist * light_dist, 1.);
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}
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vec3 sampleLights(in vec3 position, inout uint rng_state)
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