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surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -14,5 +14,5 @@ void main() {
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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gl_Position = ftransform();
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//*0.51 to avoid errors when sampling outside since clearing is disabled
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2-1.0;
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2.0-1.0;
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}
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