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fix VL_RENDER_RESOLUTION not working correct. add back OLD_LIGHTLEAK_FIX setting.
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@ -223,6 +223,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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void main() {
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/* DRAWBUFFERS:0 */
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// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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