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workaround for full alpha vanilla emissives
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@ -62,7 +62,7 @@ void main() {
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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if(Albedo.a < 0.102) { discard; return; }
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if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 0.01) { discard; return; }
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float minimumBrightness = 0.5;
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@ -1297,7 +1297,7 @@ void main() {
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float SSS_shadow = ShadowAlpha * Shadows;
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-16),0.0)*5.0,1.0));
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shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-32),0.0)*5.0,1.0));
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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