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fix for compilation errors in some glsl compilers
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@ -1047,8 +1047,8 @@ float4 SSAO()
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{
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float sample_range = GetOption(C_SAMPLE_RANGE) * fCurrDepth;
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float3 vViewNormal = GetNormalFromDepth(fCurrDepth);
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uint2 fragcoord = uint2(GetFragmentCoord()) & 3;
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uint rndidx = fragcoord.y * 4 + fragcoord.x;
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int2 fragcoord = int2(GetFragmentCoord()) & int2(3, 3);
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int rndidx = fragcoord.y * 4 + fragcoord.x;
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float3 vRandom = float3(rndNorm[rndidx], 0);
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float fAO = 0;
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const int NUMSAMPLES = B_SSAO_SAMPLES;
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