Reduce rimlight effect to a more reasonable strenght
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@@ -17,7 +17,7 @@ varying vec2 uv;
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void main() {
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float rim = 1.0 - dot(nor, vec3(0., 0., -1));
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rim = smoothstep(0.5, 1.5, rim) * 0.35;
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rim = smoothstep(0.5, 1.5, rim) * 0.15;
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vec4 color = texture(Albedo, uv);
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vec2 tc = gl_FragCoord.xy / screen;
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