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make lit particles brighter
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@ -160,8 +160,13 @@ void main() {
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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vec3 Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lmtexcoord.zw,0.0,1.0), 5.0);
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#ifdef LIT
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Torch_Color *= 2.0;
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#endif
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vec3 Indirect_lighting = DoAmbientLighting(AmbientLightColor, Torch_Color, clamp(lmtexcoord.zw,0.0,1.0), 5.0);
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// gl_FragData[0].a = TEXTURE.a;
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// gl_FragData[0].a = TEXTURE.a;
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@ -1,7 +0,0 @@
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#version 120
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/* RENDERTARGETS:0 */
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void main() {
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discard;
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}
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@ -1,5 +1,5 @@
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#version 120
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#version 120
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void main() {
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void main() {
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gl_Position = ftransform();
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gl_Position.xyz = vec3(-1.0);
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}
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}
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@ -434,6 +434,4 @@ uniform int moonPhase;
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#define CompSky_G 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_G 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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// #define LIGHTNING_FLASH
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// #define OLD_LIGHTLEAK_FIX
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// #define OLD_LIGHTLEAK_FIX
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