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fix water bug i didnt test accidentally
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@ -53,6 +53,7 @@ uniform int framemod8;
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uniform sampler2D specular;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightness;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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@ -410,7 +411,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec2 lightmaps2 = lmtexcoord.zw;
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0);
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmaps2.y,0.0,1.0);
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);
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