Seth Alves
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8018a84e8b
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avoid div by zero
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2019-06-04 13:00:26 -07:00 |
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SamGondelman
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27f05db825
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fix ao
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2019-02-18 01:12:00 -08:00 |
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sam gateau
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237fb4dc4c
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Shadows are completely working with settings on both pipeline
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2018-12-17 17:34:47 -08:00 |
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Sam Gateau
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318bf20ede
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Shadow is working correctly in both pipelines
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2018-12-17 00:27:07 -08:00 |
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Sam Gateau
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0166d7748a
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Merging with master around rc76 cut time
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2018-11-15 22:52:37 -08:00 |
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Olivier Prat
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1322302b6b
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Default parameter tweaking
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2018-10-03 14:17:24 +02:00 |
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Olivier Prat
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fe15063459
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Another compilation fix
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2018-10-03 09:34:31 +02:00 |
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Olivier Prat
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7124474b0e
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Fix ubuntu compilation
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2018-10-03 09:33:40 +02:00 |
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Olivier Prat
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8ad58754da
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Fixed compilation on Mac, Ubuntu and Android
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2018-10-03 08:41:03 +02:00 |
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Olivier Prat
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dfe9deb154
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Two group of config settings for SSAO and HBAO
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2018-10-02 17:47:33 +02:00 |
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Olivier Prat
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6fcd63ed64
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Improved acnee issues
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2018-10-02 15:08:39 +02:00 |
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Olivier Prat
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1ed0bd68b9
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Small bilateral blur optim
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2018-10-02 12:25:00 +02:00 |
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Olivier Prat
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6420d96149
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Tried to limit banding effect
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2018-10-02 11:16:23 +02:00 |
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Olivier Prat
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454531e3c3
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Switched back to cos HBAO
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2018-10-02 10:26:55 +02:00 |
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Olivier Prat
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7f6c9a6cc1
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Switched to sin based HBAO
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2018-10-01 19:22:54 +02:00 |
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Olivier Prat
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9f9fe909b0
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Fixed bugs in stereo
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2018-09-28 19:22:20 +02:00 |
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Olivier Prat
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086ba998c8
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Some small cleanups
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2018-09-28 16:41:18 +02:00 |
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Olivier Prat
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fbd158938b
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Put some bilateral blur computation on CPU
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2018-09-28 11:31:09 +02:00 |
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Olivier Prat
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6240454c55
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Switched back to half res depth when resolutionLevel>1
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2018-09-28 10:33:47 +02:00 |
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Olivier Prat
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8e914fa565
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Bilateral blur shader cleanup and quad split normal at occlusion resolution
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2018-09-28 10:25:57 +02:00 |
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Olivier Prat
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135e10eaa2
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Packed occlusion depth for faster bilateral filtering
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2018-09-27 19:51:01 +02:00 |
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Olivier Prat
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1998096630
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On single bilateral blur shader
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2018-09-27 17:03:14 +02:00 |
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Olivier Prat
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349a8b39ad
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Added config parameter to switch between HBAO / SSAO
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2018-09-27 16:39:42 +02:00 |
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Olivier Prat
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94a162893a
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Finally, a clean HBAO!
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2018-09-27 10:44:06 +02:00 |
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Olivier Prat
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dee0a6afa2
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Found bug with low res depth fetch in occlusion
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2018-09-26 16:59:01 +02:00 |
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Olivier Prat
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9899eb6d3f
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Concentrating on resolution level 1
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2018-09-25 15:46:07 +02:00 |
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Olivier Prat
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60f5913002
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Bilateral blur taps are evaluated in shader
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2018-09-25 11:06:05 +02:00 |
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Olivier Prat
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0c586edeeb
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Fixed for stereo
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2018-09-25 10:31:24 +02:00 |
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Olivier Prat
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190996e670
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Switched to full screen depth and normals
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2018-09-25 10:01:30 +02:00 |
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Olivier Prat
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9cebdbd507
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Separate frame buffers for each AO split
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2018-09-24 19:08:37 +02:00 |
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Olivier Prat
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6704a27b12
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Back to one batch
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2018-09-24 14:59:57 +02:00 |
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Olivier Prat
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2e40a5f3ff
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Using UVs for buildNormals
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2018-09-24 14:38:03 +02:00 |
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Olivier Prat
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9f0201878d
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Some work to try to find the odd resolution bug
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2018-09-21 17:14:39 +02:00 |
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Olivier Prat
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cf739db3a5
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Added AO normal to Luci
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2018-09-20 18:01:02 +02:00 |
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Olivier Prat
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64b72e3538
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Removed normal from bilateral blur... again
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2018-09-20 11:27:00 +02:00 |
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Olivier Prat
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d5d0f056a9
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Fixed for any resolution level in stereo
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2018-09-20 11:15:25 +02:00 |
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Olivier Prat
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b1db7ab403
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Fixed for stereo rendering with resolution level 0
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2018-09-20 10:18:06 +02:00 |
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Olivier Prat
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6921e71a9a
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Added normal distance to bilateral filtering
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2018-09-19 17:49:01 +02:00 |
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Olivier Prat
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8a11d18f0d
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Quarter resolution with split rendering
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2018-09-19 17:24:31 +02:00 |
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Olivier Prat
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3493d40fd7
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Added gather to split AO
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2018-09-19 10:37:27 +02:00 |
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Olivier Prat
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03814e7653
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Preparing for split rendering of HBAO directions
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2018-09-18 18:33:28 +02:00 |
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Olivier Prat
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3d096d0644
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Added shared header
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2018-09-18 16:10:39 +02:00 |
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Olivier Prat
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9141be9124
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Shader compile fix
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2018-09-18 15:29:27 +02:00 |
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Olivier Prat
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60418b36d7
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Preparing for halton taps
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2018-09-18 15:18:06 +02:00 |
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Olivier Prat
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f7379dfcc9
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Switched AO buffer to single R8 component
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2018-09-18 11:54:39 +02:00 |
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Olivier Prat
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a2abf33669
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Removed falloff distance as we're directly using the radius
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2018-09-18 11:45:58 +02:00 |
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Olivier Prat
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c27f3dcafe
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Some cleanup, still trying to solve the problem
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2018-09-18 08:45:04 +02:00 |
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Olivier Prat
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d0eef1b8d0
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Some cleanup
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2018-09-17 16:12:54 +02:00 |
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Olivier Prat
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d9e2c8df69
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Fixed uniform buffer slot index in DebugAmbientOcclusion
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2018-09-17 15:06:00 +02:00 |
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Olivier Prat
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6b8f47c75a
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Added some tweaking parameters to try to limit silhouette AO
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2018-09-13 18:39:02 +02:00 |
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