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ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember
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@ -43,6 +43,8 @@ uniform vec3 cameraPosition;
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uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float lightningFlash;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/util.glsl"
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#include "/lib/ROBOBO_sky.glsl"
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@ -104,6 +106,7 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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@ -166,7 +169,10 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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//Temporally accumulate sky and light values
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
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float flashtiming = pow(clamp((0.01-lightningFlash)*100,0,1),25);
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gl_FragData[0].rgb = clamp(mix(temp,curr, 0.07 * flashtiming),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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