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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
fix flashlight specular with forward rendered stuff. add settings for flashlight brightness and brightness falloff
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0ea061c891
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@ -145,6 +145,21 @@ uniform float waterEnteredAltitude;
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#include "/lib/lpv_render.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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#endif
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#define FORWARD_SPECULAR
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#define FORWARD_ENVIORNMENT_REFLECTION
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#define FORWARD_BACKGROUND_REFLECTION
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#define FORWARD_ROUGH_REFLECTION
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#ifdef FORWARD_SPECULAR
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#endif
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#ifdef FORWARD_ENVIORNMENT_REFLECTION
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#endif
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#ifdef FORWARD_BACKGROUND_REFLECTION
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#endif
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#ifdef FORWARD_ROUGH_REFLECTION
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#endif
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#include "/lib/specular.glsl"
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/diffuse_lighting.glsl"
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float interleaved_gradientNoise_temporal(){
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float interleaved_gradientNoise_temporal(){
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@ -372,21 +387,6 @@ void Emission(
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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#define FORWARD_SPECULAR
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#define FORWARD_ENVIORNMENT_REFLECTION
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#define FORWARD_BACKGROUND_REFLECTION
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#define FORWARD_ROUGH_REFLECTION
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#ifdef FORWARD_SPECULAR
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#endif
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#ifdef FORWARD_ENVIORNMENT_REFLECTION
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#endif
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#ifdef FORWARD_BACKGROUND_REFLECTION
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#endif
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#ifdef FORWARD_ROUGH_REFLECTION
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#endif
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#include "/lib/specular.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -99,10 +99,10 @@ vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in v
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float shiftedLinearDistance = length(scaledViewPos);
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float shiftedLinearDistance = length(scaledViewPos);
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float lightFalloff = 1.0 - clamp(1.0-linearDistance/FLASHLIGHT_RANGE, -0.999,1.0);
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float lightFalloff = 1.0 - clamp(1.0-linearDistance/FLASHLIGHT_RANGE, -0.999,1.0);
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lightFalloff = max(exp(-10.0 * lightFalloff),0.0);
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lightFalloff = max(exp(-10.0 * FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT * lightFalloff),0.0);
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance);
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float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance) * FLASHLIGHT_BRIGHTNESS_MULT;
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flashLightSpecularData = vec4(normalize(shiftedPlayerPos), flashLightSpecular);
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flashLightSpecularData = vec4(normalize(shiftedPlayerPos), flashLightSpecular);
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#endif
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#endif
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@ -111,7 +111,7 @@ vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in v
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float lenseShape = (pow(abs(pow(abs(projectedCircle-1.0),2.0)*2.0 - 0.5),2.0) + lenseDirt*0.2) * 10.0;
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float lenseShape = (pow(abs(pow(abs(projectedCircle-1.0),2.0)*2.0 - 0.5),2.0) + lenseDirt*0.2) * 10.0;
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float offsetNdotL = clamp(dot(-normal, normalize(shiftedPlayerPos)),0,1);
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float offsetNdotL = clamp(dot(-normal, normalize(shiftedPlayerPos)),0,1);
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vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape;
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vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape * FLASHLIGHT_BRIGHTNESS_MULT;
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if(hand){
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if(hand){
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flashlightDiffuse = vec3(0.0);
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flashlightDiffuse = vec3(0.0);
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@ -636,8 +636,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#define FLASHLIGHT_SPECULAR
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#define FLASHLIGHT_SPECULAR
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#define FLASHLIGHT_BOUNCED_INDIRECT
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#define FLASHLIGHT_BOUNCED_INDIRECT
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// #define FLASHLIGHT_FOG_ILLUMINATION
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// #define FLASHLIGHT_FOG_ILLUMINATION
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#define FLASHLIGHT_RANGE 32 // [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 60 70 80 90 100 ]
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#define FLASHLIGHT_RANGE 32 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 60.0 70.0 80.0 90.0 100.0] 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 60 70 80 90 100 ]
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#define FLASHLIGHT_SIZE 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0]
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#define FLASHLIGHT_SIZE 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0]
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#define FLASHLIGHT_BRIGHTNESS_MULT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 60.0 70.0 80.0 90.0 100.0 ]
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#define FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 60.0 70.0 80.0 90.0 100.0 ]
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#define FLASHLIGHT_R 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define FLASHLIGHT_R 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define FLASHLIGHT_G 0.9 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define FLASHLIGHT_G 0.9 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define FLASHLIGHT_B 0.8 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define FLASHLIGHT_B 0.8 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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@ -392,7 +392,7 @@ vec3 specularReflections(
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specularReflections += lightSourceReflection;
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specularReflections += lightSourceReflection;
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#endif
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#endif
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#if defined FLASHLIGHT_SPECULAR
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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vec3 flashLightReflection = vec3(FLASHLIGHT_R,FLASHLIGHT_G,FLASHLIGHT_B) * flashLight_stuff.a * GGX(normal, -flashLight_stuff.xyz, -flashLight_stuff.xyz, roughness, reflectance, metalAlbedoTint);
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vec3 flashLightReflection = vec3(FLASHLIGHT_R,FLASHLIGHT_G,FLASHLIGHT_B) * flashLight_stuff.a * GGX(normal, -flashLight_stuff.xyz, -flashLight_stuff.xyz, roughness, reflectance, metalAlbedoTint);
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specularReflections += flashLightReflection;
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specularReflections += flashLightReflection;
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#endif
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#endif
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