move inside if
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@@ -64,21 +64,23 @@ void main() {
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bool hasAO = (metadata>>6)!=0;
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bool hasAO = (metadata>>6)!=0;
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vec3 pos = rev3d(vec3(point, depth));
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vec3 pos = rev3d(vec3(point, depth));
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ocolour = colour;
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ocolour.w = 1.0f;
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if (hasAO) {
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float d = 0.0;
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//TODO: TODO: only encode the axis, then use then it as as a mask along with pos and multiply by the -sign of everything
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//TODO: TODO: only encode the axis, then use then it as as a mask along with pos and multiply by the -sign of everything
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vec3 viewNormal = vec3(uint((face>>1)==2), uint((face>>1)==0), uint((face>>1)==1)) * (float(int(face)&1)*2-1);
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vec3 viewNormal = vec3(uint((face>>1)==2), uint((face>>1)==0), uint((face>>1)==1)) * (float(int(face)&1)*2-1);
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//vec3 viewNormal = vec3(uint((face>>1)==2), uint((face>>1)==0), uint((face>>1)==1)) * (-sign(pos));
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//vec3 viewNormal = vec3(uint((face>>1)==2), uint((face>>1)==0), uint((face>>1)==1)) * (-sign(pos));
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float d = 0.0;
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if (hasAO) {
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d = computeAOAngle(pos, 1.0*(1<<lod), viewNormal);//1
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d = computeAOAngle(pos, 1.0*(1<<lod), viewNormal);//1
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if (d<0.1) {
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if (d<0.1) {
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d = 0.0f;
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d = 0.0f;
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}
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}
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}
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ocolour = colour;
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ocolour.xyz *= ((1.0f-d)/3.0f+(2.0f/3.0f));
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ocolour.xyz *= ((1.0f-d)/3.0f+(2.0f/3.0f));
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ocolour.w = 1.0f;
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}
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}
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}
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}
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}
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imageStore(colourTexOut, ivec2(gl_GlobalInvocationID.xy), ocolour);
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imageStore(colourTexOut, ivec2(gl_GlobalInvocationID.xy), ocolour);
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