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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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@ -20,9 +20,11 @@ float R2_dither(){
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}
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void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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#endif
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#ifdef Stochastic_Transparent_Shadows
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gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
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#endif
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