vanillaFade shader cleanup
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@@ -51,8 +51,8 @@ void main()
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}
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// the DH texture will have white if nothing was written to that pixel.
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// TODO replace with a depth texture check, this feels janky
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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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{
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// if not done vanilla clouds will render incorrectly at night
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@@ -81,7 +81,7 @@ void main()
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// as the depth increases from the camera
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float fadeStep = smoothstep(uStartFadeBlockDistance, uEndFadeBlockDistance, mcFragmentDistance);
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fragColor = mix(combinedMcDhColor, dhColor, fadeStep);
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fragColor.a = 1.0; // TODO is setting the alpha needed?
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fragColor.a = 1.0;
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}
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else
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{
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