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Better ambient light for the nether. slightly better specular reflection of fog for the end
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@ -58,7 +58,7 @@ vec4 GetVolumetricFog(
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vec3 dV = fragposition-start;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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float maxLength = min(length(dVWorld),far)/length(dVWorld);
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float maxLength = min(length(dVWorld),far*25)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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@ -80,7 +80,8 @@ vec4 GetVolumetricFog(
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vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
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vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
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// do background fog lighting
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// do background fog lighting
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float Air = 0.01;
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vec3 vL1 = fogcolor / 20.0;
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