layout(rgba8) uniform image3D imgLpv1; layout(rgba8) uniform image3D imgLpv2; const uint LpvSize = uint(exp2(LPV_SIZE)); const uvec3 LpvSize3 = uvec3(LpvSize); // #if defined RENDER_SHADOWCOMP || defined RENDER_GBUFFER // layout(r16ui) uniform uimage2D imgVoxelMask; // #elif defined RENDER_BEGIN || defined RENDER_GEOMETRY || defined RENDER_VERTEX // layout(r16ui) uniform writeonly uimage2D imgVoxelMask; // #else // layout(r16ui) uniform readonly uimage2D imgVoxelMask; // #endif #define LIGHT_NONE 0