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fix using wrong NdotL for direct SS-SSS
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@@ -1152,7 +1152,7 @@ void main() {
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#endif
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#ifdef SCREENSPACE_CONTACT_SHADOWS
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vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), ig_noise, sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand, clamp(-dot(feetPlayerPos_normalized, WsunVec),0,1) * (NdotL));
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vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), ig_noise, sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand, clamp(-dot(feetPlayerPos_normalized, WsunVec),0,1) * flatNormNdotL);
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// combine shadowmap with screenspace shadows.
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if(!opaqueParticles) shadowColor *= SS_directLight.r;
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#else
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