libgarbage: add some common lighting operations
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7 changed files with 198 additions and 36 deletions
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@ -63,7 +63,7 @@ Material:
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- _GlossMapScale: 1
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _GlossyReflections: 1
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- _MaxDist: 128
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- _MaxDist: 512
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- _MaxSteps: 512
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- _MaxSteps: 512
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- _Metallic: 0
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- _Metallic: 0
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- _Mode: 0
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- _Mode: 0
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@ -103,14 +103,16 @@ struct Ray {
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float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations)
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float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations)
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};
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};
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#include "libgarbage_shapes.cginc"
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#include "libgarbage_operations.cginc"
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float DISTANCE_FN(float3 p);
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float DISTANCE_FN(float3 p);
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SurfacePoint MATERIAL_FN(float3 p);
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SurfacePoint MATERIAL_FN(float3 p);
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float3 LIGHT_FN(Ray ray);
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float3 LIGHT_FN(Ray ray);
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Ray cast_ray(float3 p, float3 d, float startDist = 0);
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Ray cast_ray(float3 p, float3 d, float startDist = 0);
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#include "libgarbage_shapes.cginc"
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#include "libgarbage_operations.cginc"
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#include "libgarbage_lighting.cginc"
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V2F vert (AppData v) {
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V2F vert (AppData v) {
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V2F o;
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V2F o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex = UnityObjectToClipPos(v.vertex);
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@ -27,13 +27,13 @@ Shader "CrispyPin/LibGarbageExample"
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float _SurfDist;
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float _SurfDist;
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#define SURF_DIST _SurfDist
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#define SURF_DIST _SurfDist
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#define REFLECTIONS 1
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#define REFLECTIONS 3
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#define DISTANCE_FN main_dist
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#define DISTANCE_FN main_dist
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#define MATERIAL_FN main_mat
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#define MATERIAL_FN main_mat
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#define LIGHT_FN lighting
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#define LIGHT_FN lighting
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// #define DISABLE_DEPTH
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// #define DISABLE_DEPTH
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// #define DISCARD_ON_MISS
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// #define DISCARD_ON_MISS
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// #define USE_WORLD_SPACE
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#define USE_WORLD_SPACE
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#define SCENE_SCALE 0.05
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#define SCENE_SCALE 0.05
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#include "libgarbage.cginc"
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#include "libgarbage.cginc"
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@ -53,16 +53,34 @@ Shader "CrispyPin/LibGarbageExample"
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}
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}
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SurfacePoint main_mat(float3 p) {
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SurfacePoint main_mat(float3 p) {
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float3 p2 = repXYZ(p, 2);
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Material grass = mat(float3(0.001, 0.1, 0.001), 0.3);
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return mSphere(p2, 0.5, mat(clamp(abs(p), 0, 1), 0.1));
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Material dirt = mat(float3(0.1, 0.04, 0.01), 0);
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Material metal = mat(0.1, 1);
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Material blue = mat(float3(0.05, 0.1, 0.2), 0);
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SurfacePoint d = mPlaneY(p, 0, grass);
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d = qIntersect(d, mSphere(p, 9, dirt), 0.5);
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d = qUnion(d, mSphere(p - float3(0, 2, 0), 2, metal));
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d = qUnion(d, mTorus(rotX(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotZ(p, _Time * 40 + UNITY_PI / 2), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotX(p, _Time * 40), 5, 0.5, blue), 0.5);
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d = qUnion(d, mTorus(rotZ(p, _Time * 40), 5, 0.5, blue), 0.5);
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// small spheres
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float3 p2 = abs(rotY(p, -20 * _Time)) - float3(1.5, sin(_Time.y * 5) + 1, 1.5);
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d = qUnion(d, mSphere(p2, 0.7, metal), 0.2);
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return d;
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}
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}
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float3 lighting(Ray ray) {
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float3 lighting(Ray ray) {
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float3 sun_dir = normalize(float3(1, 0.5, 0));
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if (ray.missed)
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if (ray.missed)
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return float3(0.15, 0.25, 0.3);
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return lRenderSky(ray.dir, normalize(float3(4,2,1)));
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// return float3(0.15, 0.25, 0.3);
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float3 sun_dir = normalize(float3(4, 2, 1));
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float3 col = 0;
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float3 col = 0;
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col = ray.mat.col * clamp(dot(ray.normal, sun_dir),0.01,1);
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col = ray.mat.col * lSun(ray.normal, sun_dir);
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col *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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col += ray.mat.col * lSky(ray.normal);
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return col;
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return col;
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}
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}
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63
Assets/raymarched/lib/libgarbage_lighting.cginc
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63
Assets/raymarched/lib/libgarbage_lighting.cginc
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// --------------------------------
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// common lighting operations
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// --------------------------------
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float3 lRenderSun(float3 ray_dir, float3 sun_dir) {
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float alignment = min(acos(dot(ray_dir, sun_dir)), 1);
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float sun_amount = smax(min(0.03 / alignment, 5) - 0.06, 0, 0.15);
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return sun_amount* float3(0.8, 0.4, 0.1);
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}
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// a basic procedural sky
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float3 lRenderSky(float3 ray_dir, float3 sun_dir) {
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float3 rendered_sun = lRenderSun(ray_dir, sun_dir);
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// float3 rendered_sun = max(0, pow(dot(ray_dir, sun_dir) + 0.4, 10)-28) * float3(0.8, 0.4, 0);
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return float3(0.7, 0.75, 0.8) - abs(ray_dir.y) * 0.5 + rendered_sun;
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// return rendered_sun;
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}
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//calculate sky light
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float3 lSky(float3 normal, float3 sky_col = float3(0.5, 0.8, 0.9)) {
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return sky_col * (0.5 + 0.5 * normal.y);
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}
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float lSun(float3 normal, float3 sun_dir, float3 sun_col = float3(7, 5.5, 3)) {
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return sun_col * max(dot(normal, sun_dir), 0);
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}
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// soft shadows
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float lShadow(float3 p, float3 sun_dir, float sharpness = 8) {
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float shadow = 1;
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for (float ray_len = 0.001; ray_len < MAX_DIST / 2.0;)
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{
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float dist = DISTANCE_FN(p + sun_dir * ray_len);
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if (dist < SURF_DIST) return 0;
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shadow = min(shadow, sharpness * dist / ray_len);
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ray_len += dist;
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}
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return shadow;
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}
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// --------------------------------
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// misc
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// --------------------------------
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float3 HSV(float h, float s, float v) {
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h *= 6;
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float c = s * v;
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float x = c * (1 - abs(fmod(h, 2) - 1));
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float m = v - c;
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c += m;
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x += m;
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float3 colors[6] = {
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float3(c, x, m),
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float3(x, c, m),
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float3(m, c, x),
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float3(m, x, c),
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float3(x, m, c),
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float3(c, m, x)};
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return colors[int(h)];
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}
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assetBundleVariant:
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@ -139,26 +139,3 @@ inline float3 repXZ(float3 p, float x, float z) {
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o.z *= sign(p.z);
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o.z *= sign(p.z);
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return o;
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return o;
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}
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}
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// --------------------------------
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// misc
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// --------------------------------
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float3 HSV(float h, float s, float v) {
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h *= 6;
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float c = s * v;
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float x = c * (1 - abs(fmod(h, 2) - 1));
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float m = v - c;
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c += m;
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x += m;
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float3 colors[6] = {
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float3(c, x, m),
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float3(x, c, m),
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float3(m, c, x),
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float3(m, x, c),
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float3(x, m, c),
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float3(c, m, x)};
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return colors[int(h)];
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}
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