Another ssao tweak.
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@ -13,7 +13,7 @@ varying vec2 uv;
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#define AO gl_FragColor.x
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#endif
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const float strengh = 3.;
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const float strengh = 5.;
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const float radius = 1.f;
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#define SAMPLES 16
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@ -22,7 +22,9 @@ const float invSamples = strengh / SAMPLES;
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vec3 rand(vec2 co)
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{
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return texture(noise_texture, co * pow(3.14159265359, 2.)).xyz;
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float noiseX = clamp(fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
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float noiseY = clamp(fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
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return vec3(noiseX, noiseY, length(texture(noise_texture, co * pow(3.14159265359, 2.)).xyz));
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}
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vec3 DecodeNormal(vec2 n);
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