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@ -410,6 +410,7 @@ 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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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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@ -448,7 +449,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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#else
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if(isEyeInWater == 1) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector;
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@ -476,7 +477,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a);
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Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor);
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Reflections_Final += SunReflection;
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Reflections_Final += SunReflection * lightleakfix;
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gl_FragData[0].rgb = Reflections_Final;
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