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extend sun/moon illuminance sliders
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@ -45,7 +45,7 @@ uniform ivec2 eyeBrightnessSmooth;
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricFog.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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@ -15,6 +15,7 @@ const int colortex9Format = RGBA8; // rain in alpha
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const int colortex10Format = RGBA16; // resourcepack Skies
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const int colortex11Format = RGBA16; // unchanged translucents albedo, alpha and tangent normals
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const int colortex14Format = RGBA8; // a = skylightmap for translucents.
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const int colortex15Format = RGBA8; // flat normals and vanilla AO
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*/
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@ -67,14 +67,13 @@ float blueNoise(){
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#ifdef OVERWORLD_SHADER
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// const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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#define TEST
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricFog.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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