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add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -55,7 +55,7 @@ void main() {
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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#ifdef DH_OVERDRAW_PREVENTION
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vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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overdrawCull = 1.0 - clamp(1.0 - length(worldpos) / max(far-16,0.0),0,1);
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overdrawCull = 1.0 - clamp(1.0 - length(worldpos) / far,0.0,1.0);
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#else
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overdrawCull = 1.0;
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#endif
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