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add iris's TRANSLUCENT ENTITIES programs. potentially fix error in end/nether on intel ARC
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@ -20,9 +20,9 @@ uniform float sunElevation;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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varying vec2 texcoord;
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// varying vec2 texcoord;
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uniform vec2 texelSize;
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flat varying vec2 TAA_Offset;
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// flat varying vec2 TAA_Offset;
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uniform int isEyeInWater;
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uniform float rainStrength;
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@ -284,7 +284,7 @@ void main() {
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waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ));
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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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#else
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vec3 fragpos0 = toScreenSpace(vec3(texcoord - TAA_Offset*texelSize*0.5,z));
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vec3 fragpos0 = toScreenSpace(vec3(tc,z));
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vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
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gl_FragData[0].a = 1;
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1.0, 1.0, 1.0, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
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