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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);
}
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