#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_irradiance_lib.glsl) void main() { float len_sqr = len_squared(interp.coord); if (len_sqr > 1.0) { discard; } vec3 vN = vec3(interp.coord, sqrt(1.0 - len_sqr)); vec3 N = normal_view_to_world(vN); out_color.rgb = irradiance_load_cell(probes_buf.grids_info, lightprobe_grid_tx, interp.samp, N); out_color.a = 0.0; }