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Slight ambience at night
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@ -692,7 +692,7 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted
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vec3 simple_lighting(vec3 pos, vec3 col, float shade) {
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// Bad fake lantern so we can see in caves
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vec3 d = pos.xyz - focus_pos.xyz;
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return col * clamp(2.5 / dot(d, d), shade * get_sun_brightness(), 1);
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return col * clamp(2.5 / dot(d, d), shade * (get_sun_brightness() + 0.01), 1);
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}
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#endif
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@ -47,7 +47,7 @@ void main() {
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// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(lod_col(f_pos.xy) * get_sun_brightness(), 1);
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tgt_color = vec4(simple_lighting(f_pos.xyz, lod_col(f_pos.xy), 1.0), 1);
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return;
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#endif
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@ -35,7 +35,7 @@ const float FADE_DIST = 32.0;
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(f_col.rgb, 1);
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tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1);
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return;
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#endif
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