<commit_before>#include "../../../gl/hlslCompat.glsl"
#include "../../../postFX/gl/postFx.glsl"
#include "../../../gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../gl/lighting.glsl"
#include "../../../gl/brdf.glsl"

#line 7

uniform sampler2D deferredBuffer;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform sampler2D BRDFTexture;

uniform vec4 rtParams0;
uniform vec4 vsFarPlane;
uniform mat4 cameraToWorld;
uniform vec3 eyePosWorld;

//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;

uniform int numProbes;

uniform samplerCubeArray specularCubemapAR;
uniform samplerCubeArray irradianceCubemapAR;

#ifdef USE_SSAO_MASK
uniform sampler2D ssaoMask;
uniform vec4 rtParams6;
#endif

uniform vec4    inProbePosArray[MAX_PROBES];
uniform vec4    inRefPosArray[MAX_PROBES];
uniform mat4    worldToObjArray[MAX_PROBES];
uniform vec4    refBoxMinArray[MAX_PROBES];
uniform vec4    refBoxMaxArray[MAX_PROBES];
uniform vec4    probeConfigData[MAX_PROBES];   //r,g,b/mode,radius,atten

#if DEBUGVIZ_CONTRIB
uniform vec4    probeContribColors[MAX_PROBES];
#endif

uniform int skylightCubemapIdx;

out vec4 OUT_col;

void main()
{
   //unpack normal and linear depth 
   vec4 normDepth = deferredUncondition(deferredBuffer, IN_uv0.xy);

   //create surface
   Surface surface = createSurface(normDepth, colorBuffer, matInfoBuffer, IN_uv0.xy, eyePosWorld, IN_wsEyeRay, cameraToWorld);

   //early out if emissive
   if (getFlag(surface.matFlag, 0))
   {
      return texture(colorBuffer, IN_uv0.xy);
   }
   
   #ifdef USE_SSAO_MASK<commit_msg>gl needs OUT_col filled out to return anything<commit_after>#include "../../../gl/hlslCompat.glsl"
#include "../../../postFX/gl/postFx.glsl"
#include "../../../gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../gl/lighting.glsl"
#include "../../../gl/brdf.glsl"

#line 7

uniform sampler2D deferredBuffer;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform sampler2D BRDFTexture;

uniform vec4 rtParams0;
uniform vec4 vsFarPlane;
uniform mat4 cameraToWorld;
uniform vec3 eyePosWorld;

//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;

uniform int numProbes;

uniform samplerCubeArray specularCubemapAR;
uniform samplerCubeArray irradianceCubemapAR;

#ifdef USE_SSAO_MASK
uniform sampler2D ssaoMask;
uniform vec4 rtParams6;
#endif

uniform vec4    inProbePosArray[MAX_PROBES];
uniform vec4    inRefPosArray[MAX_PROBES];
uniform mat4    worldToObjArray[MAX_PROBES];
uniform vec4    refBoxMinArray[MAX_PROBES];
uniform vec4    refBoxMaxArray[MAX_PROBES];
uniform vec4    probeConfigData[MAX_PROBES];   //r,g,b/mode,radius,atten

#if DEBUGVIZ_CONTRIB
uniform vec4    probeContribColors[MAX_PROBES];
#endif

uniform int skylightCubemapIdx;

out vec4 OUT_col;

void main()
{
   //unpack normal and linear depth 
   vec4 normDepth = deferredUncondition(deferredBuffer, IN_uv0.xy);

   //create surface
   Surface surface = createSurface(normDepth, colorBuffer, matInfoBuffer, IN_uv0.xy, eyePosWorld, IN_wsEyeRay, cameraToWorld);

   //early out if emissive
   if (getFlag(surface.matFlag, 0))
   {
      OUT_col = vec4(surface.albedo, 0);
      return;
   }
   
   #ifdef USE_SSAO_MASK
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