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adjust minimum light values and remove arbitrary modifications to minimum light
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@ -332,7 +332,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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// diffuse
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vec3 Indirect_lighting = vec3(0.0);
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// vec3 MinimumLightColor = vec3(1.0);
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// if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
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vec3 Direct_lighting = vec3(0.0);
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#ifdef OVERWORLD_SHADER
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