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add flag for twilight forest and aether dimensions in the overworld shader. remove dimension fallback selection settings (iris cant do that). add a few leaf IDs from twilight forest and aether
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@ -529,12 +529,12 @@ void main() {
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vec3 indirectLightColor = averageSkyCol / 1200.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0;
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float cloudPlaneDistance = 0.0;
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float THINGY = 0;
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#if defined OVERWORLD_SHADER
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// z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x;
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// viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
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vec4 VolumetricClouds = GetVolumetricClouds(viewPos0, BN, WsunVec, directLightColor, indirectLightColor, cloudPlaneDistance);
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THINGY = cloudPlaneDistance-length(playerPos);
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#ifdef CAVE_FOG
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float skyhole = pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection;
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@ -575,14 +575,5 @@ void main() {
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gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
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// gl_FragData[0] = clamp(vec4(vec3(cloudPlaneDistance/1000.0),0), 0.0, 65000.0);
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//
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// vec4 currentFrame = VolumetricFog;
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// vec4 previousFrame = texture2D(colortex10, gl_FragCoord.xy * texelSize);
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// vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos0, z0 >= 1.0, VolumetricFog);
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// gl_FragData[1] = temporallyFilteredVL;
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}
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