You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform int SSAOQuality;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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