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shaders correction for burnt colors
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@@ -54,7 +54,10 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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// Sharpen N.L for stronger contrast between lit and shaded cab
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// surfaces (matches light_common.glsl apply_lights).
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float sun_NdotL = pow(sunlight.x, 1.25);
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float diffuseamount = (sun_NdotL * param[1].x) * lights[0].intensity;
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fragcolor += envcolor * reflectivity;
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
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glossiness = abs(param[1].w);
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