Add dithered DH fading, double pass fading, and fix LOD clouds
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@@ -236,6 +236,31 @@ public class FabricClientProxy implements AbstractModInitializer.IEventProxy
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);
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});
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// TODO add to forge and neo
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WorldRenderEvents.AFTER_ENTITIES.register((renderContext) ->
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{
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Mat4f projectionMatrix = McObjectConverter.Convert(renderContext.projectionMatrix());
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Mat4f modelViewMatrix;
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#if MC_VER < MC_1_20_6
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modelViewMatrix = McObjectConverter.Convert(renderContext.matrixStack().last().pose());
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#else
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modelViewMatrix = McObjectConverter.Convert(renderContext.positionMatrix());
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#endif
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this.clientApi.renderFadeOpaque(
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modelViewMatrix,
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projectionMatrix,
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#if MC_VER < MC_1_21_1
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renderContext.tickDelta()
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#else
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renderContext.tickCounter().getGameTimeDeltaTicks(),
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#endif
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ClientLevelWrapper.getWrapper(renderContext.world())
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);
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});
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// TODO add to forge and neo
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WorldRenderEvents.LAST.register((renderContext) ->
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{
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@@ -254,8 +279,9 @@ public class FabricClientProxy implements AbstractModInitializer.IEventProxy
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#if MC_VER < MC_1_21_1
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renderContext.tickDelta()
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#else
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renderContext.tickCounter().getGameTimeDeltaTicks()
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renderContext.tickCounter().getGameTimeDeltaTicks(),
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#endif
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ClientLevelWrapper.getWrapper(renderContext.world())
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);
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});
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