Tweak the scattering value to reduce the effect
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@ -29,6 +29,6 @@ void main(void)
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vec4 color = texture(Albedo, uv);
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if (color.a < 0.5) discard;
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vec3 LightFactor = scattering + getLightFactor(1.);
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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