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fix minimum light not working when SSGI/RTAO is enabled
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@ -320,7 +320,8 @@ void ApplySSRT(
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// rgb = torch color * lightmap. a = sky lightmap.
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// rgb = torch color * lightmap. a = sky lightmap.
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vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
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vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
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skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
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// skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
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skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
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for (int i = 0; i < nrays; i++){
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for (int i = 0; i < nrays; i++){
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int seed = (frameCounter%40000)*nrays+i;
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int seed = (frameCounter%40000)*nrays+i;
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@ -339,9 +340,9 @@ void ApplySSRT(
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// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
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// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
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skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
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skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
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#else
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#else
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skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
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skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
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#endif
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#endif
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#else
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#else
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