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vec3 GetMinimumLighting(float lightmapYM, vec3 playerPos) {
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float fadeMinLightDistance = 1.0;
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#if DISTANCE_MIN_LIGHT > 0
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float blockMinLightFadeDistance = 250;
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float distMinLightIntensity = DISTANCE_MIN_LIGHT * 0.1;
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fadeMinLightDistance = max(1.0 - length(playerPos) / blockMinLightFadeDistance, 0.0);
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fadeMinLightDistance = exp((1.0 - fadeMinLightDistance) * -15.0 * distMinLightIntensity) * (1.0 - nightVision) + nightVision;
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#endif
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#if !defined END && CAVE_LIGHTING > 0
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vec3 minLighting = vec3(0.005625 + vsBrightness * 0.043) * fadeMinLightDistance;
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#if CAVE_LIGHTING != 100
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#define CAVE_LIGHTING_M CAVE_LIGHTING * 0.01
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minLighting *= CAVE_LIGHTING_M;
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#endif
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minLighting *= vec3(0.45, 0.475, 0.6);
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minLighting *= 1.0 - lightmapYM;
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#else
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vec3 minLighting = vec3(0.0);
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#endif
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minLighting += nightVision * vec3(0.5, 0.5, 0.75);
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return minLighting;
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}
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