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https://github.com/X0nk/Bliss-Shader.git
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improve AO visibility when set to vanilla AO
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@@ -1219,7 +1219,12 @@ void main() {
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float SkylightDir = indirectNormal.y;
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if(isGrass || opaqueParticles) SkylightDir = 1.0;
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SkylightDir = clamp(SkylightDir*0.7+0.3, 0.0, pow(1-pow(1-SSAO_SSS.x, 0.5),4.0) * 0.7 + 0.3);
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#if indirect_effect == VANILLA_AO
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SkylightDir = clamp(SkylightDir*0.7+0.3, 0.0, pow(1-pow(vanilla_AO, 2),4) * 0.7 + 0.3);
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#else
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SkylightDir = clamp(SkylightDir*0.7+0.3, 0.0, pow(1-pow(1-SSAO_SSS.x, 0.5),4.0) * 0.7 + 0.3);
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#endif
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skylight = mix(0.08 + 0.92*(1.0-lightmap.y), 1.0, SkylightDir);
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@@ -1334,9 +1339,8 @@ void main() {
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#endif
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#if indirect_effect == SSAO_FILTERED || indirect_effect == SSAO_HQ
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float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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float SSAO_curve = pow(SSAO_SSS.x,4.0);
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// float vanillaAO_curve = pow(1.0 - vanilla_AO*vanilla_AO,5.0);
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// float SSAO_curve = pow(SSAO_SSS.x,4.0);
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// use the min of vanilla ao so they dont overdarken eachother
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// AO = vec3( min(vanillaAO_curve, SSAO_curve) );
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AO = vec3( SSAO_curve );
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