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Multiply ambient component with diffuse's surface (albedo) color.
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@@ -27,7 +27,7 @@ void main()
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float AmbientOcclusion = texture(ssao, TexCoords).r;
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// Then calculate lighting as usual
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vec3 ambient = vec3(0.3 * AmbientOcclusion);
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vec3 ambient = vec3(0.3 * Diffuse * AmbientOcclusion);
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vec3 lighting = ambient;
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vec3 viewDir = normalize(-FragPos); // Viewpos is (0.0.0)
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// Diffuse
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