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fix world curvature on DH LODS
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@ -63,7 +63,23 @@ void main() {
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vec4 viewPos = gl_ModelViewMatrix * vPos;
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localPos = gbufferModelViewInverse * viewPos;
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#ifdef PLANET_CURVATURE
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vec4 worldPos = localPos;
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float curvature = length(worldPos) / (16*8);
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worldPos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldPos = gbufferModelView * worldPos;
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gl_Position = dhProjection * worldPos;
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#else
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gl_Position = dhProjection * viewPos;
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#endif
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#ifdef TAA_UPSCALING
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@ -7,6 +7,7 @@
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#ifdef OVERWORLD_SHADER
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#define WATER_SUN_SPECULAR
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#endif
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uniform vec2 texelSize;
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// uniform int moonPhase;
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uniform float frameTimeCounter;
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