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initial setup for scene controller (functional concept)
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@ -567,7 +567,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef OVERWORLD_SHADER
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vec3 DirectLightColor = lightCol.rgb/2400.0;
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vec3 AmbientLightColor = averageSkyCol_Clouds/900.0;
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#ifdef USE_CUSTOM_DIFFUSE_LIGHTING_COLORS
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DirectLightColor = luma(DirectLightColor) * vec3(DIRECTLIGHT_DIFFUSE_R,DIRECTLIGHT_DIFFUSE_G,DIRECTLIGHT_DIFFUSE_B);
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AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B);
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#endif
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if(!isWater && isEyeInWater == 1){
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float distanceFromWaterSurface = cameraPosition.y - waterEnteredAltitude;
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float waterdepth = max(-(feetPlayerPos.y + distanceFromWaterSurface),0.0);
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@ -596,8 +602,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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Direct_lighting = DirectLightColor * NdotL * Shadows;
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vec3 AmbientLightColor = averageSkyCol_Clouds/900.0;
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vec3 indirectNormal = worldSpaceNormal / dot(abs(worldSpaceNormal),vec3(1.0));
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float SkylightDir = clamp(indirectNormal.y*0.7+0.3,0.0,1.0);
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