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@@ -296,7 +296,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 lightColor = vec3(TORCH_R,TORCH_G,TORCH_B);
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vec3 lightColor = vec3(TORCH_R,TORCH_G,TORCH_B);
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const vec3 lpvPos = vec3(0.0);
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const vec3 lpvPos = vec3(0.0);
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Indirect_lighting += doBlockLightLighting(lightColor, parameters.lightMap.x * 0.8, feetPlayerPos, lpvPos);
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Indirect_lighting += doBlockLightLighting(lightColor, parameters.lightMap.x * 0.8, feetPlayerPos, lpvPos, false);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting*indoors) * Albedo;
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vec3 FinalColor = (Indirect_lighting + Direct_lighting*indoors) * Albedo;
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