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Shaders and ambient occlusion

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Hello everyone,

I'm extending Aras' BumpColorSpec shader from the wiki to support transparency. I'm rather new at shaders, so I started looking at the "Transparent/Cutout/Bumped Specular" (which does not support a separate specular map) and made some changes to BumpColorSpec.

However, after the modifications I noticed that neither the resulting shader nor the original BumpColorSpec seem to be affected by ambient occlusion. That's beyond my current expertise. Can anyone provide some pointers as to what I should be reading / looking for?


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