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lightprobe_grid_display_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(irradiance_lib.glsl)

flat in int cellOffset;
in vec2 quadCoord;

out vec4 FragColor;

void main()
{
  float dist_sqr = dot(quadCoord, quadCoord);

  /* Discard outside the circle. */
  if (dist_sqr > 1.0) {
    discard;
  }

  vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
  vec3 world_nor = mat3(ViewMatrixInverse) * view_nor;
  IrradianceData ir_data = load_irradiance_cell(cellOffset, world_nor);
  FragColor = vec4(compute_irradiance(world_nor, ir_data), 1.0);
}