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rt: fixup additive color
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@ -37,9 +37,8 @@ vec3 traceAdditive(vec3 pos, vec3 dir, float L) {
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const MiniGeometry geom = readCandidateMiniGeometry(rq);
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const uint tex_base_color = getKusok(geom.kusok_index).tex_base_color;
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const vec4 texture_color = texture(textures[nonuniformEXT(tex_base_color)], geom.uv);
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const vec4 kusok_color = getKusok(geom.kusok_index).color;
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const vec3 color = texture_color.rgb * kusok_color.rgb * texture_color.a; // * kusok_color.a;
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//const vec3 color = texture_color.rgb * kusok_color.rgb * texture_color.a * kusok_color.a;
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const vec3 kusok_emissive = getKusok(geom.kusok_index).emissive;
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const vec3 color = texture_color.rgb * kusok_emissive * texture_color.a; // * kusok_color.a;
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const float hit_t = rayQueryGetIntersectionTEXT(rq, false);
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const float overshoot = hit_t - L;
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