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fix AO multiplier setting for SSAO
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@ -461,7 +461,7 @@ void ssAO(inout vec3 lighting, inout float sss, vec3 fragpos,float mulfov, vec2
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#ifdef Ambient_SSS
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sss = max(1.0 - sss/n, 0.0) ;
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#endif
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occlusion *= AO_Strength;
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occlusion *= 2.0;
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occlusion = max(1.0 - occlusion/n, 0.0);
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@ -174,11 +174,11 @@ float ambient_occlusion(vec3 screen_pos, vec3 view_pos, vec3 view_normal, vec2 d
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max_horizon_angles.x = calculate_maximum_horizon_angle(-view_slice_dir, viewer_dir, screen_pos, view_pos, dither.y);
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max_horizon_angles.y = calculate_maximum_horizon_angle( view_slice_dir, viewer_dir, screen_pos, view_pos, dither.y);
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max_horizon_angles = gamma + clamp(vec2(-1.0, 1.0) * max_horizon_angles - gamma, -half_pi, half_pi);
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max_horizon_angles = gamma + clamp(vec2(-1.0, 1.0) * max_horizon_angles - gamma, -half_pi, half_pi) ;
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vec3 max_horizon_angles2 = mat3(gbufferModelViewInverse) * projected_normal;
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ao += integrate_arc(max_horizon_angles, gamma, cos_gamma) * len_sq * norm * max_horizon_angles.y;
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ao += integrate_arc(max_horizon_angles, gamma, cos_gamma) * len_sq * norm * max_horizon_angles.y ;
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}
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ao *= rcp(float(GTAO_SLICES));
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