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https://github.com/X0nk/Bliss-Shader.git
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remove remaining instances of WAVY_PLANTS
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@@ -296,7 +296,7 @@ void main() {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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#ifdef WAVY_PLANTS
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#if FOLIAGE_ANIMATION_AMOUNT > 0
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// also use normal, so up/down facing geometry does not get detatched from its model parts.
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bool InterpolateFromBase = gl_MultiTexCoord0.t < max(mc_midTexCoord.t, abs(viewToWorld(FlatNormals).y));
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@@ -233,7 +233,7 @@ void main() {
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int blockId = int(mc_Entity.x + 0.5);
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vec3 worldpos = playerpos;
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#ifdef WAVY_PLANTS
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#if FOLIAGE_ANIMATION_AMOUNT > 0
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// also use normal, so up/down facing geometry does not get detatched from its model parts.
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bool InterpolateFromBase = gl_MultiTexCoord0.t < max(mc_midTexCoord.t, abs(viewToWorld(normalize(gl_NormalMatrix * gl_Normal)).y));
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@@ -233,7 +233,7 @@ void main() {
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int blockId = int(mc_Entity.x + 0.5);
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vec3 worldpos = playerpos;
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#ifdef WAVY_PLANTS
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#if FOLIAGE_ANIMATION_AMOUNT > 0
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// also use normal, so up/down facing geometry does not get detatched from its model parts.
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bool InterpolateFromBase = gl_MultiTexCoord0.t < max(mc_midTexCoord.t, abs(viewToWorld(normalize(gl_NormalMatrix * gl_Normal)).y));
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@@ -233,7 +233,7 @@ void main() {
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int blockId = int(mc_Entity.x + 0.5);
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vec3 worldpos = playerpos;
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#ifdef WAVY_PLANTS
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#if FOLIAGE_ANIMATION_AMOUNT > 0
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// also use normal, so up/down facing geometry does not get detatched from its model parts.
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bool InterpolateFromBase = gl_MultiTexCoord0.t < max(mc_midTexCoord.t, abs(viewToWorld(normalize(gl_NormalMatrix * gl_Normal)).y));
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