Fixed wrong swizzle in ssao.frag
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@ -34,7 +34,7 @@ vec3 getNormal(in vec2 uv){
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}
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}
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vec2 getRandom(in vec2 uv){
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vec2 getRandom(in vec2 uv){
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vec4 rand=texture2D(m_RandomMap,g_Resolution.zw * uv / 128.0 * 3.0)*2.0 -1.0;
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vec4 rand=texture2D(m_RandomMap,g_Resolution * uv / 128.0 * 3.0)*2.0 -1.0;
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return normalize(rand.xy);
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return normalize(rand.xy);
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}
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}
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