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Removed unnecessary shader code
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bf92d0287b
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@ -85,7 +85,6 @@ void main() {
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1.0);
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vec3 cam_dir = cam_to_frag;
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#ifdef EXPERIMENTAL_NOLODVOXELS
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f_ao = 1.0;
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vec3 side_norm = normalize(vec3(f_norm.xy, 0));
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vec3 top_norm = vec3(0, 0, 1);
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voxel_norm = normalize(mix(side_norm, top_norm, cam_dir.z));
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@ -120,13 +120,11 @@ void main() {
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vec3 view_dir = -cam_to_frag;
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float f_ao = 1.0;
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vec3 voxel_norm = f_norm;
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const float VOXELIZE_DIST = 2000;
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1);
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vec3 cam_dir = cam_to_frag;
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#ifdef EXPERIMENTAL_NOLODVOXELS
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f_ao = 1.0;
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vec3 side_norm = normalize(vec3(my_norm.xy, 0.01));
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vec3 top_norm = vec3(0, 0, 1);
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voxel_norm = normalize(mix(side_norm, top_norm, max(cam_dir.z, 0.0)));
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