mirror of
https://github.com/YACReader/yacreader
synced 2026-03-01 10:22:58 -05:00
Clean unused stuff
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@ -5,7 +5,6 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in flat vec4 vInstanceShading;
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layout(location = 2) in flat float vInstanceOpacity;
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layout(location = 3) in flat float vIsReflection;
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layout(location = 4) in flat float vInstanceRotation;
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layout(location = 5) in vec2 vLocalPos;
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// Output
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@ -17,12 +16,10 @@ layout(std140, binding = 0) uniform UniformBuffer
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mat4 viewProjectionMatrix;
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vec3 backgroundColor;
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float _pad0;
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vec3 shadingColor;
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float _pad1;
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float reflectionUp;
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float reflectionDown;
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int isReflection;
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float _pad2;
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float _pad1;
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};
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// Texture and sampler
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@ -12,14 +12,12 @@ layout(location = 5) in vec4 instanceModel_row3;
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layout(location = 6) in vec4 instanceShading1;
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layout(location = 7) in float instanceOpacity;
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layout(location = 8) in float instanceFlip;
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layout(location = 9) in float instanceRotation;
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// Outputs to fragment shader
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out flat vec4 vInstanceShading;
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layout(location = 2) out flat float vInstanceOpacity;
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layout(location = 3) out flat float vIsReflection;
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layout(location = 4) out flat float vInstanceRotation;
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layout(location = 2) out flat vec4 vInstanceShading;
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layout(location = 3) out flat float vInstanceOpacity;
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layout(location = 4) out flat float vIsReflection;
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layout(location = 5) out vec2 vLocalPos;
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// Uniform buffer
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@ -28,12 +26,10 @@ layout(std140, binding = 0) uniform UniformBuffer
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mat4 viewProjectionMatrix;
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vec3 backgroundColor;
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float _pad0;
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vec3 shadingColor;
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float _pad1;
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float reflectionUp;
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float reflectionDown;
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int isReflection;
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float _pad2;
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float _pad1;
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};
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void main()
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@ -54,5 +50,4 @@ void main()
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vInstanceShading = instanceShading1;
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vInstanceOpacity = instanceOpacity;
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vIsReflection = instanceFlip;
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vInstanceRotation = instanceRotation;
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}
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@ -194,9 +194,9 @@ void YACReaderFlow3D::initialize(QRhiCommandBuffer *cb)
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// Create instance buffer for per-draw instance data
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if (!scene.instanceBuffer) {
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// Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag + rotation)
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// mat4 (16 floats) + vec4 (4 floats) + float (opacity) + float (flipFlag) + float (rotation) = 23 floats
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scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 23 * sizeof(float)));
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// Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag)
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// mat4 (16 floats) + vec4 (4 floats) + float (opacity) + float (flipFlag) = 22 floats
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scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 22 * sizeof(float)));
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scene.instanceBuffer->create();
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}
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@ -333,7 +333,7 @@ void YACReaderFlow3D::ensurePipeline()
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 5 * sizeof(float) }, // Per-vertex data (position + texCoord)
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{ 23 * sizeof(float), QRhiVertexInputBinding::PerInstance } // Per-instance data
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{ 22 * sizeof(float), QRhiVertexInputBinding::PerInstance } // Per-instance data
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});
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inputLayout.setAttributes({
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// Per-vertex attributes
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@ -348,7 +348,7 @@ void YACReaderFlow3D::ensurePipeline()
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{ 1, 6, QRhiVertexInputAttribute::Float4, 16 * sizeof(float) }, // shading vec4
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{ 1, 7, QRhiVertexInputAttribute::Float, 20 * sizeof(float) }, // opacity
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{ 1, 8, QRhiVertexInputAttribute::Float, 21 * sizeof(float) }, // flipFlag (1.0 = reflection)
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{ 1, 9, QRhiVertexInputAttribute::Float, 22 * sizeof(float) } // rotation
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// rotation removed
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});
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scene.pipeline->setVertexInputLayout(inputLayout);
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@ -409,7 +409,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
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bool isReflection;
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bool isMark;
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QRhiTexture *texture;
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float instanceData[23];
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float instanceData[22];
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UniformData uniformData;
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};
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@ -483,7 +483,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
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}
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// Ensure instance buffer is large enough for all draws
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auto requiredInstanceSize = static_cast<quint32>(draws.size() * 23 * sizeof(float));
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auto requiredInstanceSize = static_cast<quint32>(draws.size() * 22 * sizeof(float));
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if (!scene.instanceBuffer || scene.instanceBuffer->size() < requiredInstanceSize) {
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scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, requiredInstanceSize));
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if (!scene.instanceBuffer->create()) {
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@ -515,8 +515,8 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
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// Update instance buffer with all instance data
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for (int i = 0; i < draws.size(); ++i) {
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int offset = i * 23 * sizeof(float);
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batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 23 * sizeof(float), draws[i].instanceData);
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int offset = i * 22 * sizeof(float);
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batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 22 * sizeof(float), draws[i].instanceData);
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}
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// === PHASE 2: RENDER (DURING PASS) ===
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@ -602,9 +602,6 @@ void YACReaderFlow3D::prepareDrawData(const YACReader3DImageRHI &image, bool isR
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outInstanceData[i] = matData[i];
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}
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// Store per-instance rotation in the instance data (new slot at index 22)
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outInstanceData[22] = image.current.rot;
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// Prepare uniform data (copy float data into POD arrays)
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const float *vp = viewProjectionMatrix.constData();
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for (int m = 0; m < 16; ++m)
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@ -615,15 +612,12 @@ void YACReaderFlow3D::prepareDrawData(const YACReader3DImageRHI &image, bool isR
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outUniformData.backgroundColor[2] = backgroundColor.blueF();
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outUniformData._pad0 = 0.0f;
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outUniformData.shadingColor[0] = shadingColor.redF();
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outUniformData.shadingColor[1] = shadingColor.greenF();
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outUniformData.shadingColor[2] = shadingColor.blueF();
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outUniformData._pad1 = 0.0f;
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// shadingColor removed from uniform buffer; keep CPU-side shadingColor member intact
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outUniformData.reflectionUp = reflectionUp;
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outUniformData.reflectionDown = reflectionBottom;
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outUniformData.isReflection = isReflection ? 1.0f : 0.0f;
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outUniformData._pad2 = 0.0f;
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outUniformData._pad1 = 0.0f;
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}
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void YACReaderFlow3D::executeDrawWithOffset(QRhiCommandBuffer *cb, QRhiTexture *texture,
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@ -653,7 +647,7 @@ void YACReaderFlow3D::executeDrawWithOffset(QRhiCommandBuffer *cb, QRhiTexture *
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// Bind vertex buffers with offset into instance buffer
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ scene.vertexBuffer.get(), 0 },
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{ scene.instanceBuffer.get(), quint32(uniformSlot * 23 * sizeof(float)) }
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{ scene.instanceBuffer.get(), quint32(uniformSlot * 22 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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@ -1168,24 +1162,6 @@ void YACReaderFlow3D::setFlowRightToLeft(bool b)
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void YACReaderFlow3D::setBackgroundColor(const QColor &color)
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{
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backgroundColor = color;
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// Auto-calculate shadingColor based on background brightness
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qreal luminance = (backgroundColor.redF() * 0.299 +
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backgroundColor.greenF() * 0.587 +
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backgroundColor.blueF() * 0.114);
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if (luminance < 0.5) {
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// Dark background - shade towards white
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shadingColor = QColor(255, 255, 255);
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shadingTop = 0.8f;
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shadingBottom = 0.02f;
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} else {
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// Light background - shade towards black
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shadingColor = QColor(0, 0, 0);
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shadingTop = 0.95f;
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shadingBottom = 0.3f;
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}
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update();
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}
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@ -115,8 +115,7 @@ protected:
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float viewProjectionMatrix[16]; // column-major 4x4
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float backgroundColor[3];
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float _pad0; // pad to vec4
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float shadingColor[3];
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float _pad1; // pad to vec4
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float reflectionUp;
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float reflectionDown;
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float isReflection;
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