Eevee: Fix Defered AO defines
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@@ -339,18 +339,13 @@ float gtao_multibounce(float visibility, vec3 albedo)
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/* Use the right occlusion */
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float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, out vec3 bent_normal)
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{
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if ((int(aoSettings) & USE_AO) == 0) {
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bent_normal = N;
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return user_occlusion;
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}
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else {
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#ifndef USE_REFRACTION
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if ((int(aoSettings) & USE_AO) > 0) {
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float visibility;
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vec3 vnor = mat3(ViewMatrix) * N;
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#ifdef ENABLE_DEFERED_AO
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#ifndef USE_REFRACTION
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gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
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#endif
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#else
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gtao(vnor, vpos, randuv, visibility, bent_normal);
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#endif
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@@ -375,4 +370,8 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou
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return min(visibility, user_occlusion);
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}
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#endif
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bent_normal = N;
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return user_occlusion;
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}
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