Fix ambient occlusion calculation
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@@ -37,7 +37,7 @@ const uint AO_MAX_ITER = 10;
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float getOcclusion(vec3 p, vec3 n) {
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float ao = 0.0;
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float dist;
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for (uint i = 0; i < AO_MAX_ITER; i++) {
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for (uint i = 1; i < AO_MAX_ITER; i++) {
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dist = AO_STEP * i;
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ao += max((dist - scene(vec4(p + n * dist, camera_uniforms.campos_and_time.w))) / dist, 0.0);
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}
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