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LIGHTNIGN, FLASHES TOO.. max cloudy fog height,
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@ -542,6 +542,8 @@ void main() {
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#ifdef WORLD
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -599,7 +601,7 @@ void main() {
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////////////////////////////////
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// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/ (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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