Tone down ssao
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@ -143,7 +143,7 @@ void main() {
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#endif
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#ifdef _SSRS
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float tvis = traceShadow(-l, p, gbuffer0, invVP, eye);
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float tvis = traceShadowSS(-l, p, gbuffer0, invVP, eye);
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// vec2 coords = getProjectedCoord(hitCoord);
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// vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
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// float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
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@ -492,7 +492,7 @@ def init_properties():
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bpy.types.World.generate_ocean_fade = bpy.props.FloatProperty(name="Fade", default=1.8, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_ssao = bpy.props.BoolProperty(name="SSAO", description="Screen-Space Ambient Occlusion", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_ssao_size = bpy.props.FloatProperty(name="Size", default=0.12, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_ssao_strength = bpy.props.FloatProperty(name="Strength", default=0.2, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_ssao_strength = bpy.props.FloatProperty(name="Strength", default=0.1, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_ssao_half_res = bpy.props.BoolProperty(name="Half Res", description="Trace in half resolution", default=False, update=assets.invalidate_shader_cache) # TODO: Refactor as quality enum
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bpy.types.World.generate_bloom = bpy.props.BoolProperty(name="Bloom", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_bloom_threshold = bpy.props.FloatProperty(name="Threshold", default=5.0, update=assets.invalidate_shader_cache)
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