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https://github.com/X0nk/Bliss-Shader.git
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small tweak
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@ -152,7 +152,6 @@ vec3 viewToWorld(vec3 viewPosition) {
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#include "/lib/waterBump.glsl"
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#define OVERWORLD
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#include "/lib/specular.glsl"
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#include "/lib/diffuse_lighting.glsl"
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@ -1209,8 +1208,6 @@ void main() {
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#endif
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#ifdef Specular_Reflections
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// MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
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vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
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DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);
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