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surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -7,7 +7,10 @@ flat varying float exposureA;
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flat varying float tempOffsets;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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#include "/lib/util.glsl"
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void main() {
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tempOffsets = HaltonSeq2(frameCounter%10000);
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