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remove pointless phase effect for diffuse lighting on particles
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@ -435,9 +435,9 @@ void main() {
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Direct_lighting = directLightColor * Shadows;
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#ifndef LINES
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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// #ifndef LINES
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// Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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// #endif
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AmbientLightColor = averageSkyCol_Clouds / 900.0;
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