ADD: IBL glsl cleaning
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@@ -1,21 +1,11 @@
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#version 450
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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#include "ibl_common.glsl"
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layout(location=0) in vec2 inUV;
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layout(location=0) out vec4 outColor;
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// IBL specular equirect 2D (LOD 0 for background)
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layout(set=3, binding=0) uniform sampler2D iblSpec2D;
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vec2 dir_to_equirect(vec3 d)
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{
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d = normalize(d);
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float phi = atan(d.z, d.x);
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float theta = acos(clamp(d.y, -1.0, 1.0));
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return vec2(phi * (0.15915494309) + 0.5, theta * (0.31830988618));
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}
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void main()
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{
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// Reconstruct world-space direction from screen UV
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