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bring translucent shaders for nether and end up to speed
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@ -362,7 +362,6 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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#endif
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}
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// cannot encode alpha or it will shit its pants
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gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
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