 */
 
 #include <common.h>
+#include <definitions.h>
 #include "pass/gbuffer.h"
 #include <brdf.h>
 

    float sampleDiameter = max(minDiameter, ConeAngleRatio * dist);
    float sampleLOD   = log2(sampleDiameter * gridDim);
    vec3 samplePos    = Origin + Direction * dist;
    vec4 sampleValue  = textureLod(SceneOpacityVoxel, samplePos, sampleLOD);
    accum += sampleValue * (1.0 - accum.w);
    dist += sampleDiameter;


uniform samplerCube RadianceEnvironment;
uniform sampler3D SceneOpacityVoxel;
uniform usampler3D PageMask;
// maps world coords in bounds to the -0.5 .. +0.5 range
uniform mat4 WorldToVoxelSpace;
uniform int MaxMipmapLevel;
