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Switched back to normal SSAO and fixed broken ambient occlusion Luci visualization
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2 changed files with 2 additions and 4 deletions
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@ -220,9 +220,7 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
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static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
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"vec4 getFragmentColor() {"
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" return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);"
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// When drawing color " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
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// when drawing normal" return vec4(normalize(texture(debugTexture0, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
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" return vec4(vec3(texture(debugTexture0, uv).x), 1.0);"
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" }"
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};
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static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
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@ -11,7 +11,7 @@
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<@if not SSAO_SLH@>
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<@def SSAO_SLH@>
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#define SSAO_USE_HORIZON_BASED 1
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#define SSAO_USE_HORIZON_BASED 0
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<@include render-utils/ShaderConstants.h@>
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