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https://github.com/X0nk/Bliss-Shader.git
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intial changes for commit #495
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@ -6,10 +6,11 @@ flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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#if defined Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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@ -56,11 +57,11 @@ void main() {
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
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dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
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dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
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dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
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dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
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#endif
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#endif
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@ -68,7 +69,7 @@ void main() {
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#ifdef NETHER_SHADER
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lightCol.rgb = vec3(0.0);
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averageSkyCol = vec3(0.0);
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averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0;
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averageSkyCol_Clouds = volumetricsFromTex(vec3(0.0,1.0,0.0), colortex4, 6).rgb;
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#endif
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#ifdef END_SHADER
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