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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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@ -44,8 +44,9 @@ uniform vec3 sunPosition;
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uniform vec3 cameraPosition;
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// uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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// uniform ivec2 eyeBrightness;
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uniform float caveDetection;
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uniform int isEyeInWater;
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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@ -53,6 +54,7 @@ vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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#include "/lib/ROBOBO_sky.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/waterBump.glsl"
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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// vec3 WsunVec = normalize(LightDir);
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@ -95,6 +97,7 @@ uniform float near;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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#include "/lib/DistantHorizons_projections.glsl"
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vec3 DH_toScreenSpace(vec3 p) {
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