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better AO strength control
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@ -588,7 +588,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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#ifdef SKY_CONTRIBUTION_IN_SSRT
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skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
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#else
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skycontribution = (skylightcolor * skyLM) * max(rayDir.y,1.0 - AO_Strength) + torchlight;
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skycontribution = (skylightcolor * skyLM) * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight;
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#endif
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if (rayHit.z < 1.){
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@ -612,6 +612,11 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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radiance += skycontribution;
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}
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}
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// #ifdef SKY_CONTRIBUTION_IN_SSRT
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occlusion *= AO_Strength;
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// #endif
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lighting = max(radiance - occlusion,0.0)/nrays;
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}
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