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Implement MSAA
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@@ -976,6 +976,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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#ifdef LIGHT_TRANSMITTANCE_USED
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{
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vec4 clamp_rect = lights.data[idx].atlas_rect;
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//redo shadowmapping, but shrink the model a bit to avoid arctifacts
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splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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