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make "misc blocks" subsurface scattering work again. tweak sky lightmap curve slightly
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@ -74,7 +74,7 @@ vec3 doIndirectLighting(
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// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
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// float lightmapCurve = lightmap*lightmap;
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float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
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float lightmapCurve = (pow(lightmap,15.0)*2.0 + lightmap*lightmap)*0.5;
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vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;
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