Remove ssao depth guard.
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@ -51,7 +51,7 @@ void main(void)
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vec3 norm = normalize(cross(ddy, ddx));
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// Workaround for nvidia and skyboxes
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2 || curdepth > 0.9955) discard;
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if (len < 0.2) discard;
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int x = int(1024. * uv.x), y = int(1024. * uv.y);
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float r = radius / FragPos.z;
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