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cleanup
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@ -83,7 +83,7 @@ uniform vec4 entityColor;
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// in vec3 velocity;
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// in vec3 velocity;
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flat varying float blockID;
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flat varying int blockID;
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flat varying float SSSAMOUNT;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying float EMISSIVE;
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@ -55,7 +55,7 @@ attribute vec4 mc_midTexCoord;
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uniform int blockEntityId;
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uniform int blockEntityId;
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uniform int entityId;
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uniform int entityId;
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flat varying float blockID;
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flat varying int blockID;
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uniform int heldItemId;
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uniform int heldItemId;
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uniform int heldItemId2;
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uniform int heldItemId2;
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@ -229,7 +229,7 @@ void main() {
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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FlatNormals = normalMat.xyz;
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FlatNormals = normalMat.xyz;
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blockID = mc_Entity.x;
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blockID = int(mc_Entity.x + 0.5);
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if (blockID == BLOCK_GROUND_WAVING_VERTICAL || blockID == BLOCK_GRASS_SHORT || blockID == BLOCK_GRASS_TALL_LOWER || blockID == BLOCK_GRASS_TALL_UPPER ) normalMat.a = 0.60;
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if (blockID == BLOCK_GROUND_WAVING_VERTICAL || blockID == BLOCK_GRASS_SHORT || blockID == BLOCK_GRASS_TALL_LOWER || blockID == BLOCK_GRASS_TALL_UPPER ) normalMat.a = 0.60;
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@ -74,7 +74,7 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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flat varying float exposure;
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flat varying float exposure;
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# WARN: thought extensions needed to be at beginning?
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// WARN: thought extensions needed to be at beginning?
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#extension GL_ARB_shader_image_load_store: enable
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#extension GL_ARB_shader_image_load_store: enable
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#extension GL_ARB_shading_language_packing: enable
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#extension GL_ARB_shading_language_packing: enable
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