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Latest Dev
its very scary to look at
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@ -19,7 +19,7 @@ uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform vec3 cameraPosition;
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#include "lib/settings.glsl"
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#include "lib/Shadow_Params.glsl"
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#include "/lib/res_params.glsl"
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#include "lib/sky_gradient.glsl"
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@ -99,7 +99,13 @@ void main() {
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vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
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#ifdef WEATHER
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain
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#endif
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#ifndef WEATHER
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gl_FragData[1].a = 0.0; // for bloomy rain
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gl_FragData[0] = TEXTURE;
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vec2 tempOffset = offsets[framemod8];
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float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
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@ -142,8 +148,6 @@ void main() {
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vec3 DirectLight = DirectLightCol * phase * lightleakfix;
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gl_FragData[0].rgb = (AmbientLight + DirectLight) * albedo;
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#endif
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain
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// gl_FragData[1].a = 1;
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#endif
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}
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