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Better ambient light for the nether. slightly better specular reflection of fog for the end
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@ -156,6 +156,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150. ;
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if(viewVector.y < -0.025) sky = sky * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), sunColor, moonColor, averageSkyCol*5.0);
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sky = sky*clouds.a + clouds.rgb/5.0;
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@ -163,6 +164,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), averageSkyCol);
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sky = sky*VL_Fog.a + VL_Fog.rgb*20;
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// if(viewVector.y < -0.025) sky *= clamp( viewVector.y,0.0,1.0) ;
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gl_FragData[0] = vec4(sky,1.0);
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}
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