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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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@ -23,7 +23,7 @@ void GriAndEminShadowFix(
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// stop lightleaking by zooming up, centered on blocks
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vec2 scale = vec2(0.5); scale.y *= 0.5;
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vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y*0.1);
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if(SkyLightmap < 0.1 && isEyeInWater != 1 && VanillaAO > 0.0) Bias = zoomShadow;
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if(SkyLightmap < 0.1 && isEyeInWater != 1) Bias = zoomShadow;
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WorldPos += Bias;
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}
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