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make ambient brightness effect rtao/ssgi
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@ -123,20 +123,6 @@ vec3 colorGrading(vec3 color) {
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}
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#endif
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//float3 crosstalk_and_saturation(float3 color){
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//
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// float crosstalk = 0.0;
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// float saturation = 0.0
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//
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// float luminance = dot(COLOR, vec3(0.21, 0.72, 0.07));
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//
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// float3 difference = color - luminance;
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//
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// color = color + difference*(-luminance*crosstalk + saturation);
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//
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// return color;
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//}
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uniform int hideGUI;
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void main() {
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#ifdef BICUBIC_UPSCALING
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@ -327,9 +327,9 @@ void ApplySSRT(
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// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
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skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5) * Lighting.a + Lighting.rgb;
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skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
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#else
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skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5) * Lighting.a + Lighting.rgb;
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skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
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#endif
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#else
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