Fudge irradiance map lookup to avoid precision issues
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1 changed files with 1 additions and 1 deletions
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@ -1938,7 +1938,7 @@ FRAGMENT_SHADER_CODE
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norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz);
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norm.xy /= 1.0 + abs(norm.z);
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norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25);
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if (norm.z > 0.0) {
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if (norm.z > 0.0001) {
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norm.y = 0.5 - norm.y + 0.5;
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}
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