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lightprobe_grid_fill_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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uniform sampler2DArray irradianceGrid;

out vec4 FragColor;

void main()
{
#if defined(IRRADIANCE_SH_L2)
  const ivec2 data_size = ivec2(3, 3);
#elif defined(IRRADIANCE_CUBEMAP)
  const ivec2 data_size = ivec2(8, 8);
#elif defined(IRRADIANCE_HL2)
  const ivec2 data_size = ivec2(3, 2);
#endif
  ivec2 coord = ivec2(gl_FragCoord.xy) % data_size;
  FragColor = texelFetch(irradianceGrid, ivec3(coord, 0), 0);

  if (any(greaterThanEqual(ivec2(gl_FragCoord.xy), data_size))) {
    FragColor = vec4(0.0, 0.0, 0.0, 1.0);
  }
}