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https://github.com/TorqueGameEngines/Torque3D.git
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take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel
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de5ef2d63f
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2 changed files with 2 additions and 2 deletions
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@ -275,7 +275,7 @@ void main()
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// temp for debugging. uncomment one or the other.
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// temp for debugging. uncomment one or the other.
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//float shadowed = static_shadowed;
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//float shadowed = static_shadowed;
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//float shadowed = dynamic_shadowed;
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//float shadowed = dynamic_shadowed;
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float shadowed = min(static_shadowed, dynamic_shadowed);
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float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
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#ifdef PSSM_DEBUG_RENDER
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#ifdef PSSM_DEBUG_RENDER
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if ( fadeOutAmt > 1.0 )
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if ( fadeOutAmt > 1.0 )
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@ -286,7 +286,7 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
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// temp for debugging. uncomment one or the other.
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// temp for debugging. uncomment one or the other.
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//float shadowed = static_shadowed;
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//float shadowed = static_shadowed;
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//float shadowed = dynamic_shadowed;
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//float shadowed = dynamic_shadowed;
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float shadowed = min(static_shadowed, dynamic_shadowed);
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float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
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#ifdef PSSM_DEBUG_RENDER
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#ifdef PSSM_DEBUG_RENDER
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if (fadeOutAmt > 1.0)
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if (fadeOutAmt > 1.0)
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