SSAO: tweak fade distance.
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@ -43,7 +43,7 @@ void main(void)
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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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 > 0.999) discard;
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if (len < 0.2 || curdepth > 0.9955) discard;
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// Make a tangent as random as possible
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vec3 randvect = rand(uv);
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vec3 tangent = normalize(cross(norm, randvect));
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