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Fix https://github.com/Merlin1809/Eclipse-Shader/issues/16 (remove planet ground brightness option)
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@@ -154,7 +154,7 @@ void main() {
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// luminance based reinhard is useful ouside of tonemapping too.
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averageSkyCol_Clouds = averageSkyCol_Clouds / (1.0+luma(averageSkyCol_Clouds)*0.2);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + minimumlight;
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averageSkyCol = max(averageSkyCol, 0.0) + minimumlight;
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#ifdef USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS
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averageSkyCol = luma(averageSkyCol) * vec3(SKY_GROUND_R,SKY_GROUND_G,SKY_GROUND_B);
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@@ -476,7 +476,7 @@ SHADER_VERSION_LABEL <profile> \
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screen.Misc_Settings = [EXPERIMENTAL_STUFF] [DEBUG_STUFF] [LEGACY_STUFF] TRANSLUCENT_ENTITIES [selection_box_outline] [scene_controller] <empty> <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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screen.EXPERIMENTAL_STUFF.columns = 2
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screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES
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screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES
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screen.DEBUG_STUFF.columns = 2
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screen.DEBUG_STUFF = [the_end_orb] DEBUG_VIEW display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX ISOLATE_RESOURCEPACK_SKY CAVE_DETECTION
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@@ -995,4 +995,6 @@ uniform.vec4.combined_projection_matrix_3 = vec4(0.0, 0.0, -((2.0 * dhFarPlane *
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image.waveSim = waveSimSampler rg rg16f float false false 8192 8192
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image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 8192 8192
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#endif
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#endif
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#endif
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bufferObject.1 = 1028
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