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redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether
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@ -39,12 +39,9 @@ vec3 toScreenSpace(vec3 p) {
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return fragposition.xyz / fragposition.w;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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}
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float R2_dither2(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * (1.0-gl_FragCoord.x) + alpha.y * (1.0-gl_FragCoord.y) + 1.0/1.6180339887 * frameCounter);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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