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Update README.md
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README.md

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@@ -4,8 +4,12 @@ some of the vanilla core shaders are unintuitively named and needlessly repetiti
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not all shaders are included, for example ones unobserved ingame such as `new_entity` or ones too niche to be useful, like `water_mask`
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shaders with `cutout` means discarding pixels with low alpha
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if there are any visual differences from vanilla lemme know
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### Changes from vanilla
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- grouped all block / entity renderers and named them appropriately in `render/common`
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- renamed many other unique renderers and named them appropriately in `render/special`
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- changed all cases of `texelFetch(Sampler2, UV2 / 16., 0)` to `minecraft_sample_lightmap(Sampler2, UV2)`, this makes all lighting use the same function so changing lighting will be consistent.

assets/minecraft/shaders/include/fog.glsl

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@@ -4,7 +4,6 @@ vec4 linear_fog(vec4 inColor, float vertexDistance, float fogStart, float fogEnd
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if (vertexDistance <= fogStart) {
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return inColor;
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}
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float fogValue = vertexDistance < fogEnd ? smoothstep(fogStart, fogEnd, vertexDistance) : 1.0;
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return vec4(mix(inColor.rgb, fogColor.rgb, fogValue * fogColor.a), inColor.a);
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}
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} else if (vertexDistance >= fogEnd) {
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return 0.0;
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}
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return smoothstep(fogEnd, fogStart, vertexDistance);
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}
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