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INTERNAL REWORK. testers are needed.
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@ -1,6 +1,6 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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uniform float nightVision;
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// uniform float nightVision;
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void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
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@ -66,13 +66,14 @@ void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, ino
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TorchLight *= TORCH_AMOUNT;
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FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
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FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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return TorchLight + AmbientLight + FogTint;
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return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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}
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#endif
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