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~ | Small fix
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@ -68,24 +68,18 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial
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return mat.emission * mat.color / (light_dist * light_dist) * pdf;
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}
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vec3 sampleLights(vec3 position, inout uint rng_state)
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vec3 sampleLights(in vec3 position, inout uint rng_state)
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{
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vec3 light = vec3(0.0);
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int light_list_index = int(floor(randomValue(rng_state) * float(u_lightsNum)));
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int light_index = lightsIndex[light_list_index];
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GPUObject light_obj = objects[light_index];
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GPUMaterial lightMat = materials[light_obj.mat_index];
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for (int i = 0; i < u_lightsNum; i++)
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{
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int light_index = lightsIndex[i];
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GPUObject obj = objects[light_index];
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GPUMaterial mat = materials[obj.mat_index];
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if (obj.type == 0)
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light += sampleSphereLight(position, obj, light_index, mat, rng_state);
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else if (obj.type == 2)
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light += sampleQuadLight(position, obj, light_index, mat, rng_state);
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}
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return (light);
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if (light_obj.type == 0)
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return float(u_lightsNum) * sampleSphereLight(position, light_obj, light_index, lightMat, rng_state);
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else if (light_obj.type == 2)
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return float(u_lightsNum) * sampleQuadLight(position, light_obj, light_index, lightMat, rng_state);
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}
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vec2 getSphereUV(vec3 surfacePoint)
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@ -134,6 +128,7 @@ void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inou
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{
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position, rng_state);
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// if (mat.emission == 0.0)
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// light += sampleLights(hit.position, rng_state);
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}
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}
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