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synced 2025-06-22 00:37:35 +08:00
fix blocklight and ambient light interactions with rtao/ssgi/gtao. fix atmosphere haze self absorbance. fix cloud lighting during nausea. fix the issue were floodfill handheld lights cannot be toggled off. fix hardocded emission writing to the wrong buffer. fix lighting on translucents/particles in the end/nether
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@ -113,14 +113,14 @@ void main() {
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}
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#endif
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vec3 normals = viewToWorld(normals_and_materials.xyz);
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vec3 normals = (normals_and_materials.xyz);
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float materials = normals_and_materials.a;
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vec2 PackLightmaps = lightmapCoords;
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// PackLightmaps.y *= 1.05;
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PackLightmaps = min(max(PackLightmaps,0.0)*1.05,1.0);
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vec4 data1 = clamp( encode(normals.xyz, PackLightmaps), 0.0, 1.0);
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vec4 data1 = clamp( encode(normals, PackLightmaps), 0.0, 1.0);
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// alpha is material masks, set it to 0.65 to make a DH LODs mask.
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vec4 Albedo = vec4(gcolor.rgb, 1.0);
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