Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
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@ -370,6 +370,13 @@ void main() {
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#VERSION_DEFINES
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/* Specialization Constants */
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//unused but there for compatibility
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layout(constant_id = 0) const bool sc_use_forward_gi = false;
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layout(constant_id = 1) const bool sc_use_light_projector = false;
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layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
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/* Include our forward mobile UBOs definitions etc. */
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#include "scene_forward_mobile_inc.glsl"
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