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https://github.com/Lime3DS/Lime3DS.git
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renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.
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@ -1216,7 +1216,7 @@ struct State {
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}
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}
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};
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};
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std::array<LutEntry, 256> luts[24];
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std::array<std::array<LutEntry, 256>, 24> luts;
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} lighting;
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} lighting;
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/// Current Pica command list
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/// Current Pica command list
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@ -162,6 +162,13 @@ void RasterizerOpenGL::DrawTriangles() {
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state.draw.shader_dirty = false;
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state.draw.shader_dirty = false;
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}
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}
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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}
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}
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if (uniform_block_data.dirty) {
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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uniform_block_data.dirty = false;
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uniform_block_data.dirty = false;
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@ -381,6 +388,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncGlobalAmbient();
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SyncGlobalAmbient();
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break;
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break;
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// Fragment lighting lookup tables
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
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{
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auto& lut_config = regs.lighting.lut_config;
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uniform_block_data.lut_dirty[lut_config.type] = true;
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break;
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}
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}
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}
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}
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}
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@ -593,20 +615,23 @@ void RasterizerOpenGL::SetShader() {
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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}
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// Update uniforms
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// Update uniforms
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SyncAlphaTest();
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SyncAlphaTest();
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SyncCombinerColor();
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SyncCombinerColor();
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auto& tev_stages = Pica::g_state.regs.GetTevStages();
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auto& tev_stages = Pica::g_state.regs.GetTevStages();
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for (int index = 0; index < tev_stages.size(); ++index)
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for (int index = 0; index < tev_stages.size(); ++index)
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SyncTevConstColor(index, tev_stages[index]);
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SyncTevConstColor(index, tev_stages[index]);
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SyncGlobalAmbient();
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); ++index)
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightingLUT(index);
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncGlobalAmbient();
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SyncLightPosition(light_index);
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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}
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}
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}
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}
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}
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@ -796,6 +821,20 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
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}
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}
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}
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}
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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auto& lut = uniform_block_data.data.lighting_lut[lut_index / 4];
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std::array<std::array<GLfloat, 4>, 256> new_lut;
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for (int offset = 0; offset < new_lut.size(); ++offset) {
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new_lut[offset][lut_index & 3] = Pica::g_state.lighting.luts[lut_index][offset].ToFloat();
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}
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if (new_lut != lut) {
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lut = new_lut;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
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void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
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if (color != uniform_block_data.data.light_src[light_index].diffuse) {
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if (color != uniform_block_data.data.light_src[light_index].diffuse) {
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@ -242,10 +242,11 @@ private:
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std::array<GLfloat, 3> lighting_global_ambient;
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std::array<GLfloat, 3> lighting_global_ambient;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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LightSrc light_src[8];
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LightSrc light_src[8];
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std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut;
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};
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};
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static_assert(sizeof(UniformData) == 0x210, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) == 0x6210, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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static_assert(sizeof(UniformData) < 32768, "UniformData structure must be less than 32kb");
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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@ -295,6 +296,9 @@ private:
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/// Syncs the lighting global ambient color to match the PICA register
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/// Syncs the lighting global ambient color to match the PICA register
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void SyncGlobalAmbient();
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void SyncGlobalAmbient();
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/// Syncs the lighting lookup tables
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void SyncLightingLUT(unsigned index);
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/// Syncs the specified light's diffuse color to match the PICA register
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/// Syncs the specified light's diffuse color to match the PICA register
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void SyncLightDiffuse(int light_index);
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void SyncLightDiffuse(int light_index);
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@ -346,6 +350,7 @@ private:
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struct {
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struct {
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UniformData data;
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UniformData data;
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bool lut_dirty[24];
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bool dirty;
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bool dirty;
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} uniform_block_data;
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} uniform_block_data;
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@ -324,6 +324,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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#version 330 core
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#version 330 core
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#define NUM_TEV_STAGES 6
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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#define NUM_LIGHTS 8
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#define LIGHTING_LUT_SIZE 256
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in vec4 primary_color;
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in vec4 primary_color;
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in vec2 texcoord[3];
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in vec2 texcoord[3];
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@ -345,6 +346,12 @@ layout (std140) uniform shader_data {
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float depth_offset;
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float depth_offset;
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vec3 lighting_global_ambient;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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LightSrc light_src[NUM_LIGHTS];
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vec4 lighting_lut_0[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_1[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_2[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_3[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_4[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_5[LIGHTING_LUT_SIZE];
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};
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};
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uniform sampler2D tex[3];
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uniform sampler2D tex[3];
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