SSAO is stronger now
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@ -16,5 +16,6 @@ void main(void)
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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FragColor = vec4(color.xyz * LightFactor * ao, 1.);
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}
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