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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
turn culling back on (oopsi doopsi). fix up shaders.properties so DH stuff toggle correct.
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@ -353,14 +353,15 @@ void main() {
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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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if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
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gl_FragData[0].a = 0.0;
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material = 0.0;
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}
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// gl_FragData[0] = vec4(ld(texture2D(depthtex0, gl_FragCoord.xy*texelSize).x) * vec3(1.0), 1.0);
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// if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#endif
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gl_FragData[1] = vec4(Albedo, material);
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}
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