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same as last one
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@@ -795,7 +795,7 @@ void main() {
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////// --------------- START BLENDING FOGS AND FORWARD RENDERED COLOR
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vec4 TranslucentShader = texelFetch(colortex2, ivec2(gl_FragCoord.xy), 0);
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bool translucentCheck = TranslucentShader.a > 0.0 && TranslucentShader.a < 1.0;
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bool translucentCheck = TranslucentShader.a > 0.0000011 && TranslucentShader.a < 1.0;
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////// --------------- AURORA
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@@ -849,9 +849,6 @@ void main() {
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// apply multiplicative color blend for glass n stuff
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#ifdef Glass_Tint
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if(
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#if defined DISTANT_HORIZONS || defined VOXY
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(isLOD && !hand || !isLOD) &&
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#endif
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#ifndef BIOME_TINT_WATER
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!isWater &&
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#endif
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