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forgot to re-enable DH overdraw prevention hehehe
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@ -64,7 +64,7 @@ vec3 toScreenSpace(vec3 p) {
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/* RENDERTARGETS:1,7,8 */
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void main() {
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// overdraw prevention
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// if(clamp(1.0-length(pos.xyz)/max(far-16,0.0),0,1) > 0 ) discard;
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if(clamp(1.0-length(pos.xyz)/max(far-16,0.0),0,1) > 0 ) discard;
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vec3 normals = viewToWorld(normals_and_materials.xyz);
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float materials = normals_and_materials.a;
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@ -39,7 +39,7 @@ void main() {
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if(dhMaterialId == DH_BLOCK_ILLUMINATED || gl_MultiTexCoord1.x >= 0.95) EMISSIVE = 0.5;
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SSSAMOUNT = 0.0;
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if (dhMaterialId == DH_BLOCK_LEAVES ) SSSAMOUNT = 1.0;
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if (dhMaterialId == DH_BLOCK_LEAVES) SSSAMOUNT = 1.0;
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if (dhMaterialId == DH_BLOCK_SNOW) SSSAMOUNT = 0.5;
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// a mask for DH terrain in general.
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