mirror of
https://github.com/godotengine/godot.git
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a9beb7aa8c
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
221 lines
5.5 KiB
GLSL
221 lines
5.5 KiB
GLSL
#[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#ifdef MODE_RESOLVE_GI
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layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
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layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
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layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
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#ifdef GIPROBE_RESOLVE
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layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
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layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
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#endif
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#endif
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layout(push_constant, binding = 16, std430) uniform Params {
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ivec2 screen_size;
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int sample_count;
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uint pad;
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}
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params;
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void main() {
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// Pixel being shaded
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
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return;
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}
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#ifdef MODE_RESOLVE_GI
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float best_depth = 1e20;
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vec4 best_normal_roughness = vec4(0.0);
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#ifdef GIPROBE_RESOLVE
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uvec2 best_giprobe;
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#endif
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#if 0
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for(int i=0;i<params.sample_count;i++) {
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float depth = texelFetch(source_depth,pos,i).r;
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if (depth < best_depth) { //use the depth closest to camera
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best_depth = depth;
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best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
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#ifdef GIPROBE_RESOLVE
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best_giprobe = texelFetch(source_giprobe,pos,i).rg;
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#endif
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}
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}
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#else
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#if 1
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vec4 group1;
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vec4 group2;
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vec4 group3;
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vec4 group4;
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int best_index = 0;
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//2X
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group1.x = texelFetch(source_depth, pos, 0).r;
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group1.y = texelFetch(source_depth, pos, 1).r;
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//4X
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if (params.sample_count >= 4) {
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group1.z = texelFetch(source_depth, pos, 2).r;
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group1.w = texelFetch(source_depth, pos, 3).r;
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}
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//8X
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if (params.sample_count >= 8) {
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group2.x = texelFetch(source_depth, pos, 4).r;
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group2.y = texelFetch(source_depth, pos, 5).r;
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group2.z = texelFetch(source_depth, pos, 6).r;
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group2.w = texelFetch(source_depth, pos, 7).r;
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}
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//16X
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if (params.sample_count >= 16) {
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group3.x = texelFetch(source_depth, pos, 8).r;
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group3.y = texelFetch(source_depth, pos, 9).r;
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group3.z = texelFetch(source_depth, pos, 10).r;
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group3.w = texelFetch(source_depth, pos, 11).r;
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group4.x = texelFetch(source_depth, pos, 12).r;
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group4.y = texelFetch(source_depth, pos, 13).r;
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group4.z = texelFetch(source_depth, pos, 14).r;
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group4.w = texelFetch(source_depth, pos, 15).r;
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}
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if (params.sample_count == 2) {
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best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
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} else if (params.sample_count == 4) {
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vec4 freq = vec4(equal(group1, vec4(group1.x)));
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freq += vec4(equal(group1, vec4(group1.y)));
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freq += vec4(equal(group1, vec4(group1.z)));
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freq += vec4(equal(group1, vec4(group1.w)));
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float min_f = freq.x;
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best_index = 0;
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if (freq.y < min_f) {
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best_index = 1;
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min_f = freq.y;
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}
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if (freq.z < min_f) {
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best_index = 2;
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min_f = freq.z;
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}
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if (freq.w < min_f) {
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best_index = 3;
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}
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} else if (params.sample_count == 8) {
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vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
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vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
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freq0 += vec4(equal(group1, vec4(group1.y)));
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freq1 += vec4(equal(group2, vec4(group1.y)));
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freq0 += vec4(equal(group1, vec4(group1.z)));
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freq1 += vec4(equal(group2, vec4(group1.z)));
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freq0 += vec4(equal(group1, vec4(group1.w)));
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freq1 += vec4(equal(group2, vec4(group1.w)));
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freq0 += vec4(equal(group1, vec4(group2.x)));
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freq1 += vec4(equal(group2, vec4(group2.x)));
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freq0 += vec4(equal(group1, vec4(group2.y)));
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freq1 += vec4(equal(group2, vec4(group2.y)));
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freq0 += vec4(equal(group1, vec4(group2.z)));
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freq1 += vec4(equal(group2, vec4(group2.z)));
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freq0 += vec4(equal(group1, vec4(group2.w)));
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freq1 += vec4(equal(group2, vec4(group2.w)));
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float min_f0 = freq0.x;
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int best_index0 = 0;
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if (freq0.y < min_f0) {
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best_index0 = 1;
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min_f0 = freq0.y;
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}
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if (freq0.z < min_f0) {
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best_index0 = 2;
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min_f0 = freq0.z;
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}
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if (freq0.w < min_f0) {
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best_index0 = 3;
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min_f0 = freq0.w;
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}
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float min_f1 = freq1.x;
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int best_index1 = 4;
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if (freq1.y < min_f1) {
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best_index1 = 5;
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min_f1 = freq1.y;
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}
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if (freq1.z < min_f1) {
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best_index1 = 6;
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min_f1 = freq1.z;
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}
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if (freq1.w < min_f1) {
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best_index1 = 7;
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min_f1 = freq1.w;
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}
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best_index = mix(best_index0, best_index1, min_f0 < min_f1);
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}
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#else
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float depths[16];
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int depth_indices[16];
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int depth_amount[16];
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int depth_count = 0;
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for (int i = 0; i < params.sample_count; i++) {
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float depth = texelFetch(source_depth, pos, i).r;
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int depth_index = -1;
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for (int j = 0; j < depth_count; j++) {
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if (abs(depths[j] - depth) < 0.000001) {
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depth_index = j;
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break;
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}
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}
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if (depth_index == -1) {
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depths[depth_count] = depth;
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depth_indices[depth_count] = i;
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depth_amount[depth_count] = 1;
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depth_count += 1;
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} else {
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depth_amount[depth_index] += 1;
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}
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}
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int depth_least = 0xFFFF;
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int best_index = 0;
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for (int j = 0; j < depth_count; j++) {
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if (depth_amount[j] < depth_least) {
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best_index = depth_indices[j];
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depth_least = depth_amount[j];
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}
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}
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#endif
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best_depth = texelFetch(source_depth, pos, best_index).r;
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best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
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#ifdef GIPROBE_RESOLVE
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best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
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#endif
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#endif
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imageStore(dest_depth, pos, vec4(best_depth));
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imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
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#ifdef GIPROBE_RESOLVE
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imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
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#endif
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#endif
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}
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