fix
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@ -8,7 +8,7 @@ uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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uniform float u_weatherFogCurve;
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float calc_torch_light(vec3 normal, vec3 modelpos) {
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float calc_torch_light(vec3 normal, vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance) * -dot(normal, normalize(modelpos - u_cameraPos));
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance) * max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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}
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}
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vec3 calc_screen_normal(vec3 normal) {
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vec3 calc_screen_normal(vec3 normal) {
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