cleanup & fix entities sky light brightness
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@@ -31,6 +31,8 @@ uniform float u_torchlightDistance;
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#include <lighting>
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#include <fog>
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#define SKY_LIGHT_BRIGHTNESS_COMPENSATION 0.1
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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@@ -42,12 +44,12 @@ void main() {
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_color = vec4(pow(light, vec3(u_gamma)), 1.0f);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color;
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vec3 skyLightColor = pick_sky_color(u_skybox) + SKY_LIGHT_BRIGHTNESS_COMPENSATION;
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
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a_color.a = u_opacity;
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mat4 viewmodel = u_view * u_model;
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