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combine end and nether shaders into one group of programs. for my own ease of use.
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@ -231,7 +231,7 @@ void DoSpecularReflections(
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// apply background reflections to the final color. make sure it does not exist based on the lightmap
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#ifdef Sky_reflection
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#ifndef OVERWORLD
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#ifndef OVERWORLD_SHADER
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
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#else
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;
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