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make water exist again
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@ -22,22 +22,22 @@ blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_entities = off
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blend.gbuffers_hand = off
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blend.gbuffers_block= off
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blend.gbuffers_basic= off
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blend.gbuffers_damagedblock= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_skytextured=off
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blend.gbuffers_water.colortex11 = off
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alphaTest.gbuffers_armor_glint=false
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alphaTest.gbuffers_entities=GREATER 0.1
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alphaTest.gbuffers_water=flase
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alphaTest.gbuffers_armor_glint=false
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alphaTest.gbuffers_weather=false
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alphaTest.gbuffers_water=false
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alphaTest.gbuffers_skybasic=false
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alphaTest.gbuffers_skytextured=false
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alphaTest.gbuffers_hand=true
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@ -201,7 +201,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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######## moonphase based weather
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# in seconds...
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variable.int.TransitionTime = 30
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variable.int.TransitionTime = 5
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uniform.float.Cumulus_Cov = smooth(1, if( \
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moonPhase == 0, 0.7, \
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