dim doors dungeon dimension is spooky now
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		| @ -1,15 +1,15 @@ | ||||
| #--------------------------------------------------------------------------------------------------------------------- | ||||
| #--------------------------------------------------------------------------------------------------------------------- | ||||
|  | ||||
| dimension.world0=minecraft:overworld | ||||
| dimension.world0=minecraft:overworld mythicbotany:alfheim dimdoors:personal_pockets | ||||
|  | ||||
| dimension.world-1=minecraft:the_nether | ||||
| dimension.world-1=minecraft:the_nether dimdoors:public_pockets undergarden:undergarden | ||||
|  | ||||
| dimension.world1=minecraft:the_end | ||||
| dimension.world1=minecraft:the_end  | ||||
|  | ||||
| dimension.world2=theabyss:frost_world | ||||
| dimension.world2=theabyss:frost_world  | ||||
|  | ||||
| dimension.worldflesh=ihfr:the_carnage | ||||
| dimension.worldflesh=ihfr:the_carnage dimdoors:limbo dimdoors:dungeon_pockets  | ||||
|  | ||||
| dimension.stop= * | ||||
|  | ||||
|  | ||||
| @ -323,8 +323,8 @@ void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 vi | ||||
|         lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25); | ||||
|     } else lightmapXM = pow2(lightmap.x) * lightmap.x * 10.0; | ||||
|  | ||||
|     vec2 flickerNoise = texture2D(noisetex, vec2(frameTimeCounter * 0.06)).rb; | ||||
|     lightmapXM *= mix(1.0, min1(max(flickerNoise.r, flickerNoise.g) * 1.7), 0.7); | ||||
|     //vec2 flickerNoise = texture2D(noisetex, vec2(frameTimeCounter * 0.06)).rb; | ||||
|     //lightmapXM *= mix(1.0, min1(max(flickerNoise.r, flickerNoise.g) * 1.7), 0.7); | ||||
|  | ||||
|     // Minimum Light | ||||
|     float fadeDistance = max(1.0 - length(playerPos) / 80, 0.0); | ||||
| @ -499,4 +499,4 @@ void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 vi | ||||
|     color.rgb *= finalDiffuse; | ||||
|     color.rgb += lightHighlight; | ||||
|     color.rgb *= pow2(1.0 - darknessLightFactor); | ||||
| } | ||||
| } | ||||
|  | ||||
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