fix white beacons colored incorrectly
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@@ -41,8 +41,8 @@ void main()
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// the DH texture will have white if nothing was written to that pixel.
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if (dhColor == vec4(1))
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// ignore anything that DH hasn't drawn to
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if (dhColor.a == 0.0f)
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{
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// if not done vanilla clouds will render incorrectly at night
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dhColor = combinedMcDhColor;
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@@ -56,8 +56,7 @@ void main()
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// ignore anything that DH hasn't drawn to
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// We don't use DH's depth here because it would prevent the fade from running before DH has loaded
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if (dhColor == vec4(1))
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if (dhColor.a == 0.0f)
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{
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// if not done vanilla clouds will render incorrectly at night
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dhColor = combinedMcDhColor;
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@@ -36,11 +36,11 @@ void main()
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vec4 combinedMcDhColor = texture(uMcColorTexture, TexCoord);
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// just the DH render pass
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vec4 dhColor = texture(uDhColorTexture, TexCoord);
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// the DH texture will have white if nothing was written to that pixel.
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if (dhColor == vec4(1))
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// ignore anything that DH hasn't drawn to
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if (dhColor.a == 0.0f)
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{
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// if not done vanilla clouds will render incorrectly at night
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dhColor = combinedMcDhColor;
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@@ -52,8 +52,7 @@ void main()
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// ignore anything that DH hasn't drawn to
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// We don't use DH's depth here because it would prevent the fade from running before DH has loaded
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if (dhColor == vec4(1))
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if (dhColor.a == 0.0f)
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{
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// if not done vanilla clouds will render incorrectly at night
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dhColor = combinedMcDhColor;
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