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merge xonks latest commit
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@@ -272,12 +272,11 @@ vec2 SSAO(
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vec2 offsets = CleanSample(i, samples - 1, noise) / distanceScale;
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ivec2 offsetUV = ivec2(gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE);
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ivec2 offsetUV = ivec2(clamp((gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE)*texelSize,screenEdges,1.0-screenEdges)/texelSize);
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// if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
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if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
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// float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
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float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, ivec2(clamp(offsetUV*texelSize,screenEdges,1.0-screenEdges)/texelSize), 0).x, hand);
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float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
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#ifdef DISTANT_HORIZONS
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float sampleDHDepth = texelFetch2D(dhDepthTex1, offsetUV, 0).x;
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@@ -305,9 +304,9 @@ vec2 SSAO(
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#endif
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}
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// }
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}
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}
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float finaalAO = max(1.0 - occlusion*AO_Strength/n, 0.0);
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float finaalAO = max(1.0 - occlusion*AO_Strength/max(n,1e-5), 0.0);
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float finalSSS = sss/float(samples);
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return vec2(finaalAO, finalSSS);
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@@ -642,7 +642,7 @@ vec4 raymarchCloud(
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}
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#endif
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vec3 mainLightVec = mix(moonVector, sunVector, smoothstep(-0.06, 0.1, sunElevation));
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vec3 mainLightVec = mix(moonVector, sunVector, smoothstep(-0.06, 0.06, sunElevation));
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float tallness = maxHeight - minHeight;
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