export const FP_SHADER_CHUNK_ACCUMULATION: "\n#ifndef FP_SHADER_CHUNK_ACCUMULATION\n    #define FP_SHADER_CHUNK_ACCUMULATION\n        \n    // read light data\n    for(uint i=0u; i < fp_cluster_metadata.y; i++){\n        uint lookup_index = fp_cluster_metadata.x + i;\n\n        uint light_descriptor = texelFetch(fp_t_light_lookup, address_to_data_texture_coordinates(lookup_index), 0 ).r;\n\n        uint type = (light_descriptor) & 0x3u;\n        uint light_address = light_descriptor >> 2;\n        \n\n        if(type == 0u){\n            // point light\n            \n            vec4 light_data_0 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address), 0);\n            vec4 light_data_1 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address+1u), 0);\n            \n            vec3 light_position = light_data_0.xyz;\n            float light_radius = light_data_0.w;\n            \n            vec3 light_color = light_data_1.xyz;\n            float light_intensity = light_data_1.w;\n            \n            PointLight pointlight;\n            \n            pointlight.position = light_position;\n            pointlight.distance = light_radius;\n            pointlight.color = light_color*light_intensity;\n            pointlight.decay = 1.0;\n            \n            fp_getPointDirectLightIrradiance( pointlight, directLight, vViewPosition );\n            RE_Direct( directLight, geometry, material, reflectedLight );\n        \n        }\n    }\n#endif\n";
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