Bliss-Shader/shaders/lib/lpv_common.glsl

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// How far light propagates (block, sky)
const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
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const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize);
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vec3 GetLpvPosition(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition);
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return playerPos + cameraOffset + LpvSize3/2u;
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}