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More cleanup.
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1 changed files with 1 additions and 1 deletions
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@ -59,7 +59,7 @@ void main(void) {
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vec3 offset = center + rotation * (radius * sampleKernel[i]);
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vec4 projected = gl_ProjectionMatrix * vec4(offset, 1.0);
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float depth = texCoordToViewSpaceZ(projected.xy * 0.5 / projected.w + vec2(0.5, 0.5));
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occlusion += 1.0 - step(offset.z, depth); // * step(abs(center.z - depth), radius);
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occlusion += 1.0 - step(offset.z, depth);
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}
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gl_FragColor = vec4(occlusion, occlusion, occlusion, 0.0) / 16.0;
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