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temporary hand lightleak fix
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@ -852,6 +852,8 @@ void main() {
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DirectLightColor = vec3(0.0);
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#endif
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if(hand) DirectLightColor *= max(eyeBrightnessSmooth.y,0)/240.;
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vec3 AmbientLightColor = averageSkyCol_Clouds;
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@ -929,7 +931,7 @@ void main() {
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bool ShadowBounds = false;
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if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(p3_shadow) < shadowDistance;
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if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(p3_shadow) < max(shadowDistance - 20,0.0);
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if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0;
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