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make puddles go away in places it shouldnt be
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@ -118,7 +118,7 @@ void main() {
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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col = (mix(col,bloom,VL_abs)+bloom*lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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col = (mix(col,bloom,VL_abs)+bloom * lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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