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fix patrix glass refraction issue haha
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@ -227,7 +227,7 @@ void main() {
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float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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if( refractedalpha <= 0.0 ) refractedCoord = texcoord; // remove refracted coords on solids
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if( refractedalpha <= 0.001 ) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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/// --- MAIN COLOR BUFFER --- ///
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@ -246,7 +246,6 @@ void main() {
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if (TranslucentShader.a > 0.0){
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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#ifdef Glass_Tint
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// if(albedo.a < 0) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),10.),0.0,1.0);
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if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
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if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
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#endif
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#endif
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