add emission gbuffer attachment
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@@ -29,6 +29,7 @@ vec4 effect() {
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occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
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occlusion = max(occlusion, texture(u_emission, v_uv).r);
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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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