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improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers
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@ -393,9 +393,9 @@ vec3 ApplySSRT(
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#ifdef SKY_CONTRIBUTION_IN_SSRT
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#ifdef OVERWORLD_SHADER
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skycontribution = doIndirectLighting(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30.0, minimumLightColor, lightmap) + blockLightColor;
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skycontribution = doIndirectLighting(pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30.0, vec3(0.7)) * 2.5, minimumLightColor, lightmap) + blockLightColor;
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#else
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skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7)) + blockLightColor;
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skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0, vec3(0.7)) + blockLightColor;
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#endif
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#else
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#ifdef OVERWORLD_SHADER
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