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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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@ -467,7 +467,7 @@ vec4 renderClouds(
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dV_Sun *= lightCol.a;
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#endif
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float SdotV = dot(mat3(gbufferModelView)*WsunVec, normalize(FragPosition)) ;
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float SdotV = dot(WsunVec, normalize(mat3(gbufferModelViewInverse)*FragPosition + gbufferModelViewInverse[3].xyz));
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float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75);
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float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
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