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ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -56,11 +56,6 @@ uniform ivec2 eyeBrightnessSmooth;
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#include "/lib/end_fog.glsl"
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#endif
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#ifdef FALLBACK_SHADER
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uniform sampler2D colortex4;
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#include "/lib/fallback_fog.glsl"
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#endif
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float interleaved_gradientNoise(){
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