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https://github.com/wisplite/crystalline-sky.git
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implement sky rendering
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#version 150
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#moj_import <minecraft:fog.glsl>
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#moj_import <minecraft:dynamictransforms.glsl>
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uniform sampler2D Sampler0;
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in float sphericalVertexDistance;
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in float cylindricalVertexDistance;
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in vec4 texProj0;
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out vec4 fragColor;
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void main() {
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vec4 color = textureProj(Sampler0, texProj0) * ColorModulator;
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#ifdef ALPHA_CUTOUT
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if (color.a < ALPHA_CUTOUT) {
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discard;
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}
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#endif
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fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
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}
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#version 150
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#moj_import <minecraft:fog.glsl>
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#moj_import <minecraft:dynamictransforms.glsl>
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#moj_import <minecraft:projection.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in ivec2 UV2;
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in vec3 Normal;
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uniform sampler2D Sampler2;
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out float sphericalVertexDistance;
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out float cylindricalVertexDistance;
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out vec4 texProj0;
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void main() {
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vec3 pos = Position + ModelOffset;
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gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
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sphericalVertexDistance = fog_spherical_distance(pos);
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cylindricalVertexDistance = fog_cylindrical_distance(pos);
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texProj0 = projection_from_position(gl_Position);
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}
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