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make minimum ambient light work on photonics GI
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@@ -1484,8 +1484,10 @@ void main() {
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float photonicsFalloff = smoothstep(256.0, 230.0, viewDist);
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#endif
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vec3 gi_color = texture(colortex15, texcoord).xyz;
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Indirect_lighting = mix(Indirect_lighting, gi_color*2.5*PHOTONICS_INDIRECT_BRIGHTNESS, photonicsFalloff);
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vec3 gi_color = texture(colortex15, texcoord).xyz*2.5*PHOTONICS_INDIRECT_BRIGHTNESS;
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gi_color += mix(MinimumLightColor * (MIN_LIGHT_AMOUNT * 0.004 + nightVision*0.02), MinimumLightColor * (MIN_LIGHT_AMOUNT_INSIDE * 0.004 + nightVision*0.02), 1.0-lightmap.y);
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Indirect_lighting = mix(Indirect_lighting, gi_color, photonicsFalloff);
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#endif
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#endif
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