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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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@ -82,7 +82,7 @@ void main() {
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition) ;
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refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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refractedSunVec = refract(lightCol.a*WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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