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tweak sampling for SSAO, shadow filters.
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@ -53,7 +53,7 @@ vec2 SSAO(
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int n = 0;
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for (int i = 0; i < samples; i++) {
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vec2 sp = tapLocation_alternate(i, samples, 20, samplePos) * 0.2;
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vec2 sp = tapLocation_alternate(i, 7, 9, samplePos) * 0.2;
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float rd = mulfov2 ;
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