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Use clustered light lists in forward shading
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@@ -64,8 +64,10 @@ void gl::glsl_common_setup()
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uint lights_total;
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vec3 fog_color;
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// lights the shading loop goes through
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// lights the shading loop goes through when the lights are not clustered
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uint lights_count;
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// 1 if the shading takes the lights from the list of the cluster of a fragment, see cluster_ubo
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uint lights_clustered;
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light_s lights[];
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};
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