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synced 2025-06-22 00:37:35 +08:00
tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues
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@ -3,6 +3,7 @@ varying vec2 texcoord;
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flat varying vec3 zMults;
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uniform float far;
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uniform float near;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -10,6 +11,7 @@ uniform float near;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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zMults = vec3(1.0/(far * near),far+near,far-near);
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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