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@@ -1454,7 +1454,7 @@ void fragment_shader(in SceneData scene_data) {
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ambient_light *= albedo.rgb;
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ambient_light *= albedo.rgb;
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ambient_light *= ao;
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ambient_light *= ao;
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- if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
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+ if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
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vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
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vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
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ambient_light *= 1.0 - ssil.a;
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ambient_light *= 1.0 - ssil.a;
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ambient_light += ssil.rgb * albedo.rgb;
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ambient_light += ssil.rgb * albedo.rgb;
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@@ -1462,6 +1462,9 @@ void fragment_shader(in SceneData scene_data) {
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#endif // AMBIENT_LIGHT_DISABLED
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#endif // AMBIENT_LIGHT_DISABLED
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}
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}
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+ // convert ao to direct light ao
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+ ao = mix(1.0, ao, ao_light_affect);
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+
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//this saves some VGPRs
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//this saves some VGPRs
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vec3 f0 = F0(metallic, specular, albedo);
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vec3 f0 = F0(metallic, specular, albedo);
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