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Commit b888b4a

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Benjamin Glatzel
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Faulty early out which caused post blending errors anyhow
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app/assets/shaders/volumetric_lighting.comp.glsl

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@@ -83,12 +83,6 @@ void main()
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{
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const float densityFactor = uboPerInstance.data0.x;
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vec3 cellIndex = vec3(gl_GlobalInvocationID.xyz) + 0.5;
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if (densityFactor < EPSILON)
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{
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imageStore(output0Tex, ivec3(cellIndex), vec4(0.0));
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}
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const float localLightIntens = uboPerInstance.data0.y;
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// Temporal reprojection

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