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added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.
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@ -253,7 +253,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec3 absorbance = vec3(1.0);
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float expFactor = 11.0;
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vec3 fogColor = (gl_Fog.color.rgb / pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1) ) ;
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vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
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for (int i=0;i<SAMPLES;i++) {
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