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Better ambient light for the nether. slightly better specular reflection of fog for the end
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@ -5,7 +5,7 @@
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varying vec2 texcoord;
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flat varying vec3 avgAmbient;
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// flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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flat varying vec2 TAA_Offset;
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@ -46,6 +46,6 @@ void main() {
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#endif
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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zMults = vec3((far * near)*2.0,far+near,far-near);
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}
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