now disable outline renderer, will use other method to impl, fixed BRDF_LUT load error, add internal api for EditorCamera to set and get clips
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@ -107,16 +107,16 @@ void main(void)
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if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
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return;
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}
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// Solid angle associated with a single cubemap texel at zero mipmap level.
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// This will come in handy for importance sampling below.
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vec2 inputSize = vec2(textureSize(inputTexture, 0));
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float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
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// Approximation: Assume zero viewing angle (isotropic reflections).
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vec3 N = GetCubeMapTexCoord();
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vec3 Lo = N;
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vec3 S, T;
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computeBasisVectors(N, S, T);
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