Improved SSAO
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@@ -113,7 +113,7 @@ void main()
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const float maxRadius = 1.2f;
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const float scalerPow = 1.8f;
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depthScaler = min(max(pow(depthScaler, scalerPow), minRadius), maxRadius);
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float scaledRadius = u_Radius * depthScaler;
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float scaledRadius = u_Radius;
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vec3 fragPos = ViewPosFromDepth(depth);
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vec3 normal = texture(u_Normal, UV).xyz * 2.0 - 1.0;//normal_from_depth(depth, UV);
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