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Adjusted static lighting
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@ -45,7 +45,7 @@ const float UNDERWATER_MIST_DIST = 100.0;
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const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1;
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// Allowed to be > 1 due to HDR
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const vec3 GLOW_COLOR = vec3(2, 1.30, 0.1);
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const vec3 GLOW_COLOR = vec3(3.0, 0.9, 0.05);
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//vec3 get_sun_dir(float time_of_day) {
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// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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@ -266,8 +266,7 @@ void main() {
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max_light *= f_light;
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// TODO: Apply AO after this
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vec3 glow = GLOW_COLOR * (pow(f_glow, 6) * 8 + pow(f_glow, 1.5) * 1.0);
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emitted_light += glow;
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vec3 glow = GLOW_COLOR * (pow(f_glow, 6) * 5 + pow(f_glow, 1.5) * 2);
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reflected_light += glow;
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max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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