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add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -118,7 +118,7 @@ void main() {
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vec2 PackLightmaps = lightmapCoords;
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// PackLightmaps.y *= 1.05;
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// PackLightmaps = min(max(PackLightmaps - 0.001*blueNoise(),0.0)*1.002,1.0);
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PackLightmaps = min(max(PackLightmaps,0.0)*1.05,1.0);
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vec4 data1 = clamp( encode(normals.xyz, PackLightmaps), 0.0, 1.0);
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