Add support for viewing GFBMDL ambient occusion maps (amb, red channel inverted)
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@ -167,7 +167,7 @@ void main()
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float unknown = texture(AmbientMap, ambientUV).g; //Unsually black
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float ambient = texture(AmbientMap, ambientUV).b;
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ao = ambient + 0.5;
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ao = 1 - intensity;
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}
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vec3 emissionTerm = vec3(0);
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