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make puddles go away in places it shouldnt be
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@ -404,7 +404,11 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.));
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float skylight = clamp(abs(ambientCoefs.y+1),0.35,2.0) ;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, skylight);
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vec2 lightmaps2 = lmtexcoord.zw;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);
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vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo;
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