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allow SSAO to interact with the hand
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@ -1264,18 +1264,21 @@ void main() {
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// GTAO
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#if indirect_effect == 2
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Indirect_lighting = AmbientLightColor/2.5;
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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if(!hand){
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Indirect_lighting = AmbientLightColor/2.5;
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AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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}
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Indirect_lighting *= AO;
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#endif
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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Indirect_lighting = AmbientLightColor;
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if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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if(!hand){
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Indirect_lighting = AmbientLightColor;
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ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
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}
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#endif
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#if defined END_SHADER
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