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