fix ssao
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@@ -7,7 +7,7 @@ uniform samplerCube u_skybox;
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void main(){
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vec3 dir = normalize(v_coord);
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f_position = vec4(0.0, 0.0, 0.0, 0.0);
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f_position = vec4(0.0, 0.0, -1e9, 1.0);
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f_normal = vec4(0.0);
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f_color = texture(u_skybox, dir);
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}
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@@ -1,6 +1,6 @@
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#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param float u_radius = 0.2
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#param float u_radius = 0.4
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#param float u_bias = 0.006
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vec4 effect() {
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@@ -32,5 +32,5 @@ vec4 effect() {
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float z = -position.z * 0.01;
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z = max(0.0, 1.0 - z);
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return vec4(occlusion, 0.0, 0.0, 1.0);
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return vec4(mix(1.0, occlusion, z), 0.0, 0.0, 1.0);
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}
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