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@@ -0,0 +1,16 @@
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group_uniforms Occlusion;
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uniform float ao_light_affect: hint_range(0,1) = 0.0;
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uniform sampler2D ao_map : hint_default_white;
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group_uniforms;
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struct OcclusionData {
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float ao;
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float ao_light_affect;
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};
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OcclusionData occlusion_fragment(vec2 uv) {
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return OcclusionData(
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texture(ao_map, uv).r,
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ao_light_affect
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);
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}
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