Update world.frag
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@ -55,8 +55,11 @@ vec4 bicubicSample(sampler2D texture, vec2 texcoord, vec2 texscale) {
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vec3 sampleLight(vec2 coord, vec2 scale) {
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vec3 sampleLight(vec2 coord, vec2 scale) {
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//soften super bright lights a little
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//soften super bright lights a little
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const float threshold = 1.0;
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vec3 rgb = bicubicSample(lightMap, coord, scale).rgb;
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vec3 rgb = bicubicSample(lightMap, coord, scale).rgb;
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return mix(rgb, (rgb / (vec3(1.) + rgb)) * 1.666666, 0.666666);
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vec3 lower = min(rgb, threshold);
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vec3 upper = max(rgb, threshold) - threshold;
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return lower + (upper / (vec3(1.) + upper));
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}
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}
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void main() {
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void main() {
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