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fix minimum light for HQ ambient light
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@@ -320,7 +320,6 @@ void ApplySSRT(
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// rgb = torch color * lightmap. a = sky lightmap.
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vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
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// skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
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skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
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for (int i = 0; i < nrays; i++){
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@@ -343,6 +342,9 @@ void ApplySSRT(
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#else
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skycontribution = (pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7))/2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
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#endif
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skycontribution = max(skycontribution, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
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#else
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#ifdef OVERWORLD_SHADER
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@@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 459 // [459]
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#define SHADER_VERSION_LABEL 460 // [460]
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#define saturate(x) clamp(x,0.0,1.0)
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