Tune down voxel occlusion
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@ -85,7 +85,7 @@ void main() {
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indirectSpecular *= f0 * envBRDF.x + envBRDF.y;
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fragColor.rgb = indirectDiffuse.rgb * voxelgiDiff * g1.rgb + indirectSpecular * voxelgiSpec;
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float occ = 1.0 - indirectDiffuse.a * 0.25 * voxelgiOcc;
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float occ = 1.0 - indirectDiffuse.a * 0.2 * voxelgiOcc;
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fragColor.rgb *= occ;
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#ifdef _SSAO
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