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tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.
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@ -381,6 +381,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
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// vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos_shadow + Custom_ViewMatrix[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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