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fix skylight in water under caves, fix tiny bloomy fog issue
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@ -7,26 +7,26 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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// Lightmap.y = 1.0;
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// old torchlight curves
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// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap.x,0.0,1.0) ,0.1),2);
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// TorchLight = clamp(exp(TorchLight * 30) - 1.0,0.0,5.0);
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// TorchLight *= TORCH_AMOUNT;
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// SkyColor = SkyColor * 2.0 * ambient_brightness;
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// vec3 SkyLight = max((SkyColor * 8./150./3.) * min(pow(Lightmap.y,3.0),1.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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float skyLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.y)),5.0)+0.1));
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skyLM = pow(skyLM/4,10) + pow(Lightmap.y,1.5)*0.5;
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// old skylight curves
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// SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
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// vec3 SkyLight = max(SkyColor * min(pow(Lightmap.y,3.0),1.0), vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
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SkyColor = SkyColor * ambient_brightness;
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vec3 SkyLight = max((SkyColor * skyLM * 0.75) * 8./150./3., vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01));
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SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5)*0.5)*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01));
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return SkyLight * skyLightDir + TorchLight;
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}
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