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fix end and nether failures
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@ -151,6 +151,7 @@ vec3 viewToWorld(vec3 viewPosition) {
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#include "lib/waterBump.glsl"
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#include "lib/specular.glsl"
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#define OVERWORLD
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#include "lib/diffuse_lighting.glsl"
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float lengthVec (vec3 vec){
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@ -33,6 +33,7 @@ uniform vec3 cameraPosition;
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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#define OVERWORLD
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#include "lib/diffuse_lighting.glsl"
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//faster and actually more precise than pow 2.2
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@ -69,6 +69,8 @@ flat varying vec3 avgAmbient;
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#include "lib/clouds.glsl"
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#include "lib/stars.glsl"
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#include "lib/volumetricClouds.glsl"
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#define OVERWORLD
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#include "lib/diffuse_lighting.glsl"
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@ -1,7 +1,11 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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//// OVERWORLD ////
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#ifndef OVERWORLD
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uniform float lightningFlash;
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#endif
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//// OVERWORLD ////
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#ifdef OVERWORLD
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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@ -41,8 +45,9 @@ vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float Subsurface
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return SunLight;
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}
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#endif
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#ifdef NETHER
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//// NETHER ////
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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@ -59,6 +64,9 @@ vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, ve
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return AmbientLight + TorchLight + LavaGlow;
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}
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#endif
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#ifdef END
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//// END ////
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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@ -73,4 +81,5 @@ vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3
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vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
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return TorchLight + AmbientLight;
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}
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}
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#endif
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@ -27,6 +27,8 @@ uniform vec3 cameraPosition;
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#include "/lib/settings.glsl"
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#define END
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#define NETHER
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#include "/lib/diffuse_lighting.glsl"
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vec3 toLinear(vec3 sRGB){
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@ -57,6 +57,8 @@ flat varying vec3 avgAmbient;
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#include "/lib/sky_gradient.glsl"
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#include "/lib/waterBump.glsl"
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#define END
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#define NETHER
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#include "/lib/diffuse_lighting.glsl"
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@ -2,6 +2,8 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#define NETHER
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#include "/lib/diffuse_lighting.glsl"
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@ -2,6 +2,8 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#define END
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#include "/lib/diffuse_lighting.glsl"
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