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https://github.com/X0nk/Bliss-Shader.git
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fog tweaks, fix TAAU breaking the nether
yar
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@ -136,6 +136,21 @@ vec3 blackbody2(float Temp)
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#include "/lib/climate_settings.glsl"
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uniform sampler2D noisetex;//depth
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float densityAtPos(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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//The y channel has an offset to avoid using two textures fetches
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -245,11 +260,22 @@ void main() {
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#ifdef WAVY_PLANTS
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bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
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// #ifdef WORLD
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// #ifndef HAND
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// vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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// // worldpos.xyz += (densityAtPos(worldpos*255 )*2) - cameraPosition;
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// worldpos.xyz += sin(worldpos) - cameraPosition;
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// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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// #endif
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// #endif
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if ((mc_Entity.x == 10001 && istopv) && abs(position.z) < 64.0) {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition;
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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}
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if (mc_Entity.x == 10003 && abs(position.z) < 64.0) {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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