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fix SSAO not working when looking through translucent things
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@ -343,7 +343,7 @@ void main() {
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float noise = R2_dither();
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texelFetch2D(depthtex0,ivec2(gl_FragCoord.xy),0).x;
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float z = texelFetch2D(depthtex1,ivec2(gl_FragCoord.xy),0).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth1 = texelFetch2D(dhDepthTex1,ivec2(gl_FragCoord.xy),0).x;
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