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add "BIOME TINT WATER" setting for when "GLASS TINT" is on
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@ -317,6 +317,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
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#ifdef BIOME_TINT_WATER
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if (iswater > 0.95) COLORTEST.rgb = color.rgb;
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#endif
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////////////////////////////////
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@ -504,6 +504,7 @@ uniform int moonPhase;
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// #define Compositing_Sky // make the sky some color to make compositing a sky in some photoediting software easier.
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// #define display_LUT
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// #define SSS_view
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// #define BIOME_TINT_WATER
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#define Texture_MipMap_Bias 0.0 // [-5.00 -4.75 -4.50 -4.25 -4.00 -3.75 -3.50 -3.25 -3.00 -2.75 -2.50 -2.25 -2.00 -1.75 -1.50 -1.25 -1.00 -0.75 -0.50 -0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.25 2.50 2.75 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00]
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@ -263,8 +263,7 @@ BLISS_SHADERS <empty> \
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######## MISC SETTINGS
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screen.Misc_Settings.columns=1
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screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY
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screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER
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screen.the_orb.columns = 1
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screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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