transmission was broken, fix was made. Also fixed treshold.
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@ -4086,7 +4086,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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state.ubo_data.z_slope_scale = 0;
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state.ubo_data.shadow_dual_paraboloid_render_side = 0;
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state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
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state.ubo_data.opaque_prepass_treshold = 0.99;
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state.ubo_data.opaque_prepass_threshold = 0.99;
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p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]);
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@ -4699,7 +4699,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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state.ubo_data.z_slope_scale = normal_bias;
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state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction;
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state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
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state.ubo_data.opaque_prepass_treshold = 0.1;
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state.ubo_data.opaque_prepass_threshold = 0.1;
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_setup_environment(NULL, light_projection, light_transform);
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@ -141,7 +141,7 @@ public:
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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float ambient_occlusion_affect_ssao;
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float opaque_prepass_treshold;
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float opaque_prepass_threshold;
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uint32_t fog_depth_enabled;
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float fog_depth_begin;
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@ -91,7 +91,7 @@ layout(std140) uniform SceneData { //ubo:0
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mediump float subsurface_scatter_width;
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mediump float ambient_occlusion_affect_light;
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mediump float ambient_occlusion_affect_ao_channel;
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mediump float opaque_prepass_treshold;
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mediump float opaque_prepass_threshold;
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bool fog_depth_enabled;
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highp float fog_depth_begin;
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@ -680,7 +680,7 @@ layout(std140) uniform SceneData {
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mediump float subsurface_scatter_width;
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mediump float ambient_occlusion_affect_light;
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mediump float ambient_occlusion_affect_ao_channel;
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mediump float opaque_prepass_treshold;
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mediump float opaque_prepass_threshold;
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bool fog_depth_enabled;
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highp float fog_depth_begin;
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@ -1028,12 +1028,11 @@ LIGHT_SHADER_CODE
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diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
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#endif
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#if defined(TRANSMISSION_USED)
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diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
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#else
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diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
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#endif
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#if defined(TRANSMISSION_USED)
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diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
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#endif
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#if defined(LIGHT_USE_RIM)
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@ -1630,7 +1629,7 @@ void main() {
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float alpha = 1.0;
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#if defined(DO_SIDE_CHECK)
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float side=float(gl_FrontFacing)*2.0-1.0;
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float side=gl_FrontFacing ? 1.0 : -1.0;
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#else
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float side=1.0;
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#endif
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@ -1692,7 +1691,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_OPAQUE_PREPASS
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if (alpha<opaque_prepass_treshold) {
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if (alpha<opaque_prepass_threshold) {
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discard;
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}
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@ -2141,6 +2140,8 @@ FRAGMENT_SHADER_CODE
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#else
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//approximate ambient scale for SSAO, since we will lack full ambient
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float max_emission=max(emission.r,max(emission.g,emission.b));
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float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
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@ -2172,7 +2173,6 @@ FRAGMENT_SHADER_CODE
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frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha);
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#endif //SHADELESS
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#endif //USE_MULTIPLE_RENDER_TARGETS
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