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Grab tanHalfFovy from the projection matrix
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@ -158,7 +158,7 @@ void FGLRenderer::AmbientOccludeScene()
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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