Fix: EEVEE-Next: Ambient Occlusion pass broken
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@@ -207,9 +207,8 @@ void horizon_scan_context_slice_finish(inout HorizonScanContext context)
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{
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#ifdef HORIZON_OCCLUSION
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float occlusion = horizon_scan_bitmask_to_occlusion_cosine(context.occlusion_common.bitmask);
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/* Replace light by occlusion. Should eliminate any reference to the radiance texture fetch */
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context.occlusion_common.light_slice = vec3(occlusion);
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horizon_scan_context_slice_finish(context.occlusion_common);
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context.occlusion_common.light_accum += vec4(occlusion) * context.occlusion_common.N_length;
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context.occlusion_common.weight_accum += context.occlusion_common.N_length;
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#endif
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#ifdef HORIZON_DIFFUSE
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horizon_scan_context_slice_finish(context.diffuse_common);
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