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allow flashlight to light up rain
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@@ -442,6 +442,11 @@ void main() {
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vec3 Indirect_lighting = doBlockLightLighting(vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos);
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#ifdef FLASHLIGHT
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vec4 flashLightSpecularData = vec4(0.0);
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Indirect_lighting += calculateFlashlight(gl_FragCoord.xy*texelSize/RENDER_SCALE, viewPos, vec3(0.0), -normalize(feetPlayerPos), flashLightSpecularData, false);
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#endif
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TEXTURE.rgb *= Indirect_lighting + averageSkyCol_CloudsSSBO / 360.0;
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}
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#endif
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