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https://github.com/X0nk/Bliss-Shader.git
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tiny tweaks
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@ -83,10 +83,7 @@ flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#ifdef ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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flat varying int PHYSICSMOD_SNOW;
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uniform float noPuddleAreas;
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@ -474,7 +471,7 @@ void main() {
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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if(PHYSICSMOD_SNOW < 1)normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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// #ifdef ENTITIES
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// if(NameTags == 1) normal = vec3(1);
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