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fix TAAU breaking GTAO
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@ -87,10 +87,6 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
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// Origin -= RandomPosition * 100;
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}
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#ifdef THE_ORB
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Origin = WorldPos - ManualLightPos;
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#endif
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return Origin;
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}
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@ -127,10 +123,6 @@ vec3 LightSourceColor(float SwirlBounds){
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}
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#ifdef THE_ORB
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Color = vec3(ORB_R, ORB_G, ORB_B) * ORB_ColMult;
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#endif
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return Color;
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}
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@ -305,10 +297,10 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec3 CastedLight = LightColor * OrbMie * exp(CastLight * 15 * (LightColor*(1.0-CastLight/3)-1.50)) ;
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CastedLight += (LightColor * vec3(1.0,1.3,1.0)) * exp(abs(densityVol*2.0 - 0.3) * 15 * (LightColor*CastLight)) * (max(OrbMie - density*10,0.0)/10);
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#ifdef THE_ORB
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density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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InnerLight = vec3(0.0);
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#endif
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// #ifdef THE_ORB
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// density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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// InnerLight = vec3(0.0);
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// #endif
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vec3 AmbientLight = fogColor * 0.05 * pow(exp(density * -2),20);
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