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fix more TAAU shenanigans in the nether
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@ -10,10 +10,10 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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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 = exp(TorchLight * 30) - 1.0;
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TorchLight = clamp(exp(TorchLight * 30) - 1.0,0.0,5.0);
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vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
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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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// vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0),0.0) ;
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