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Update #22 - Singleplayer and shared worlds, shader fixes
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@ -1,16 +1,18 @@
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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@ -56,11 +58,12 @@ void main() {
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float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
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vec3 pos3f = p_position3f;
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pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
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pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
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vec2 spos2f = a_position2f * particleSize;
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pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
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pos3f.z += u_transformParam_5_f * spos2f.y;
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#ifdef COMPILE_GBUFFER_VSH
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gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
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