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Porting V
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@@ -24,5 +24,5 @@ compatibleVersions=1.21.1
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compatibleLoaders=fabric
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# mod compat
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enable_sodium=false
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enable_sodium=true
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enable_axiom=false
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@@ -4,7 +4,7 @@
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in vec4 v_Color; // The interpolated vertex color
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in vec4 v_TexProj; // The interpolated sky texture coordinates
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in vec2 v_FragDistance; // The fragment's distance from the camera (cylindrical and spherical)
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in float v_FragDistance; // The fragment's distance from the camera
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in float v_MaterialMipBias;
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in float v_MaterialAlphaCutoff;
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@@ -12,8 +12,8 @@ in float v_MaterialAlphaCutoff;
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uniform sampler2D u_BlockTex; // The block (sky) texture
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uniform vec4 u_FogColor; // The color of the shader fog
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uniform vec2 u_EnvironmentFog; // The start and end position for environmental fog
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uniform vec2 u_RenderFog; // The start and end position for border fog
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uniform float u_FogStart; // The starting position of the shader fog
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uniform float u_FogEnd; // The ending position of the shader fog
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uniform vec4 u_ColorModulator;
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@@ -46,5 +46,5 @@ void main() {
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}
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#endif
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fragColor = _linearFog(diffuseColor, v_FragDistance, u_FogColor, u_EnvironmentFog, u_RenderFog);
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fragColor = _linearFog(diffuseColor, v_FragDistance, u_FogColor, u_FogStart, u_FogEnd);
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}
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@@ -16,9 +16,10 @@ out float v_MaterialAlphaCutoff;
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#endif
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#ifdef USE_FOG
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out vec2 v_FragDistance;
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out float v_FragDistance;
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#endif
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uniform int u_FogShape;
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uniform vec3 u_RegionOffset;
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uvec3 _get_relative_chunk_coord(uint pos) {
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@@ -38,7 +39,7 @@ void main() {
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vec3 position = _vert_position + translation;
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#ifdef USE_FOG
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v_FragDistance = getFragDistance(position);
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v_FragDistance = getFragDistance(u_FogShape, position);
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#endif
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// Transform the vertex position into model-view-projection space
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