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synced 2025-06-22 08:42:50 +08:00
update en_us.lang DH submenu. fix tiny issue where glass made water fog on DH chunks behind it.
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@ -348,10 +348,10 @@ void main() {
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gl_FragData[0].rgb = mix(gl_FragData[0].rgb, skyReflection, fresnel) + sunReflection ;
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gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
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#endif
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float distancefade = min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0);
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gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, distancefade);
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gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0) );
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float material = 1.0;
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float material = distancefade < 1.0 ? 1.0 : 0.0;
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if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
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gl_FragData[0].a = 0.0;
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@ -41,7 +41,8 @@ void main() {
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isWater = 0;
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if (dhMaterialId == DH_BLOCK_WATER){
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isWater = 1;
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// gl_Position.y -= 6.0/16.0;
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gl_Position.y -= 6.0/16.0;
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gl_Position.z -= 1e-4;
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}
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normals_and_materials = vec4(normalize(gl_Normal), 1.0);
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@ -1202,7 +1202,6 @@ void main() {
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#if DEBUG_VIEW == debug_VIEW_POSITION
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gl_FragData[0].rgb = viewPos * 0.001;
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#endif
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#ifdef CLOUDS_INFRONT_OF_WORLD
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gl_FragData[1] = texture2D(colortex2, texcoord);
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