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https://github.com/X0nk/Bliss-Shader.git
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fix issue with normals dying
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@ -78,6 +78,7 @@ uniform sampler2D depthtex0;
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uniform vec4 entityColor;
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uniform vec4 entityColor;
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// in vec3 velocity;
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// in vec3 velocity;
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flat varying float blockID;
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flat varying float blockID;
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flat varying float SSSAMOUNT;
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flat varying float SSSAMOUNT;
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@ -314,8 +315,8 @@ void main() {
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#ifdef Hand_Held_lights
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#ifdef Hand_Held_lights
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
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#ifdef HAND
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#ifdef HAND
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torchlightmap *= 0.9;
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torchlightmap *= 0.9;
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#endif
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#endif
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@ -475,6 +476,9 @@ void main() {
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gl_FragDepth = toClipSpace3(truePos).z;
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gl_FragDepth = toClipSpace3(truePos).z;
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#endif
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#endif
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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#endif
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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@ -862,6 +862,7 @@ void main() {
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25 + (1.0-lightmap.y) * 0.75) ;
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float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25 + (1.0-lightmap.y) * 0.75) ;
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// skylight = 0.0;
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AmbientLightColor *= skylight;
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AmbientLightColor *= skylight;
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#endif
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#endif
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