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https://github.com/X0nk/Bliss-Shader.git
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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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@ -1,12 +1,7 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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#ifndef OVERWORLD
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uniform float lightningFlash;
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#endif
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uniform float nightVision;
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//// OVERWORLD ////
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#ifdef OVERWORLD
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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@ -18,9 +13,7 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
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SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
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SkyColor = (SkyColor * ambient_brightness) / 30.0;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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