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small RTAO/SSGI AO tweak
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@ -595,9 +595,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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#else
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if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
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float SkyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,0.25); // the positons where the occlusion happens
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skycontribution = skylightcolor * SkyLightDir + torchlight;
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skycontribution = skylightcolor * 2 * (max(rayDir.y,0.0)*0.9+0.1) + torchlight;
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#if indirect_effect == 4
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skycontribution2 = skylightcolor + torchlight;
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