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https://github.com/X0nk/Bliss-Shader.git
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fix broken sky in end/nether
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114bd31d09
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2f330b1bf4
@ -966,7 +966,7 @@ void main() {
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Background += resourcePackskyBox;
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#endif
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#if defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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@ -1340,7 +1340,7 @@ void main() {
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#endif
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// gl_FragData[0].rgb = albedo*30;
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// gl_FragData[0].rgb = vec3(1) * Shadows;
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// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
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// if(texcoord.x > 0.5 )gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex0, texcoord).r);
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 469 // [469]
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#define SHADER_VERSION_LABEL 470 // [470]
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#define saturate(x) clamp(x,0.0,1.0)
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