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Tiny fix
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@@ -21,6 +21,8 @@ float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
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}
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uniform int renderStage;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@@ -51,6 +53,6 @@ void main() {
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// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
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#endif
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}
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@@ -8,6 +8,8 @@ varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int renderStage;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@@ -32,6 +34,6 @@ void main() {
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// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
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#endif
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}
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@@ -8,6 +8,8 @@ varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int renderStage;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@@ -32,6 +34,6 @@ void main() {
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// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
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#endif
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}
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@@ -16,6 +16,8 @@ uniform sampler2D noisetex;
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varying float LIGHTNING;
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uniform float frameTimeCounter;
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uniform int renderStage;
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//////////////////////////////VOID MAIN//////////////////////////////
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@@ -40,7 +42,7 @@ void main() {
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// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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if(gl_FragData[0].a < blueNoise() && (renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_ENTITIES || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)) { discard; return;}
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#endif
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#else
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gl_FragData[0] = vec4(0.0);
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