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Better ambient light for the nether. slightly better specular reflection of fog for the end
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@ -230,8 +230,13 @@ void DoSpecularReflections(
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// --------------- BACKGROUND REFLECTIONS
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// apply background reflections to the final color. make sure it does not exist based on the lightmap
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#ifdef Sky_reflection
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;
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#ifndef OVERWORLD
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
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#else
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;
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#endif
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// take fresnel and lightmap levels into account and write to the final color
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Final_Reflection = mix_vec3(Output, Background_Reflection, Lightmap * RayContribution);
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#endif
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