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remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher
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@ -63,6 +63,8 @@ uniform vec2 texelSize;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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uniform float nightVision;
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uniform float waterEnteredAltitude;
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flat varying float HELD_ITEM_BRIGHTNESS;
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@ -433,6 +435,10 @@ void main() {
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Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
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#endif
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if(isEyeInWater == 1){
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float distanceFromWaterSurface = max(-(feetPlayerPos.y + (cameraPosition.y - waterEnteredAltitude)),0.0) ;
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directLightColor *= exp(-vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B) * distanceFromWaterSurface);
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}
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Direct_lighting = directLightColor * Shadows;
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// #ifndef LINES
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