Fix fullbright stuff in deferred. Have to re-assess old glow occlusion bugfixes.
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@@ -166,12 +166,12 @@ void main()
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vec3 pos = vary_position;
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vec3 pos = vary_position;
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vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
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vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
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color.rgb = fogged.rgb;
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color.rgb = fogged.rgb;
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//color.a = fogged.a;
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color.a = fogged.a;
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#else
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#else
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//color.a = final_alpha;
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color.a = final_alpha;
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#endif
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#endif
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color.a = .0;
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frag_color.rgb = color.rgb;
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frag_color = color;
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frag_color.a = color.a;
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}
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}
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@@ -63,7 +63,7 @@ void main()
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color.rgb = fullbrightShinyAtmosTransport(color.rgb);
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color.rgb = fullbrightShinyAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.a = 0.0;
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color.a = 1.0;
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color.rgb = pow(color.rgb, vec3(1.0/2.2));
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color.rgb = pow(color.rgb, vec3(1.0/2.2));
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