// Tweak to prevent the animation of lava causing brightness pulsing vec3 avgColor = vec3(0.0); ivec2 itexCoordC = ivec2(midCoord * atlasSize + 0.0001); for (int x = -8; x < 8; x += 2) { for (int y = -8; y < 8; y += 2) { avgColor += texelFetch(tex, itexCoordC + ivec2(x, y), 0).rgb; } } color.rgb /= max(GetLuminance(avgColor) * 0.0390625, 0.001); #ifdef NETHER vec3 worldPos = playerPos + cameraPosition; vec2 lavaPos = (floor(worldPos.xz * 16.0) + worldPos.y * 32.0) * 0.000666; vec2 wind = vec2(frameTimeCounter * 0.012, 0.0); float noiseSample = texture2D(noisetex, lavaPos + wind).g; noiseSample = noiseSample - 0.5; noiseSample *= 0.1; color.rgb = pow(color.rgb, vec3(1.0 + noiseSample)); #endif noDirectionalShading = true; lmCoordM = vec2(0.0); emission = GetLuminance(color.rgb) * 6.5; maRecolor = vec3(clamp(pow2(pow2(pow2(smoothstep1(emission * 0.28)))), 0.12, 0.4) * 1.3) * vec3(1.0, vec2(0.7)); #if RAIN_PUDDLES >= 1 noPuddles = 1.0; #endif