downgrade to v1.53
-> fix dark nights, but removes DH compat too
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@@ -1,14 +1,4 @@
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#version 120
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/*
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Sildur's Vibrant Shaders:
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https://www.patreon.com/Sildur
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https://sildurs-shaders.github.io/
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https://twitter.com/SildurFX
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Permissions:
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You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours.
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*/
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#define final
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#include "shaders.settings"
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@@ -137,6 +127,7 @@ const float centerDepthHalflife = 2.0f;
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#endif
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#ifdef Cloudsblur
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float comp = 1.0-near/far/far;
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vec3 cblur(vec2 tc){
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float pw = 1.0 / viewWidth;
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float getdist = 1.0-(exp(-pow(ld(texture2D(depthtex1, tc).r)/256.0*far,4.0)*4.0));
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@@ -247,10 +238,12 @@ float rainlens = 0.0;
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vec2 newTC = clamp(texcoord + fake_refract * 0.01 * (rainlens+isEyeInWater*0.2),1.0/vec2(viewWidth,viewHeight),1.0-1.0/vec2(viewWidth,viewHeight));
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vec3 color = texture2D(gaux4, newTC.xy).rgb*50.0;
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#ifndef DISTANT_HORIZONS
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#ifdef Cloudsblur
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if(depth1 >= 1.0)color.rgb = cblur(newTC.xy);
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#endif
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#ifdef Cloudsblur
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#if defined MC_GL_VENDOR_ATI || defined MC_OS_LINUX
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color.rgb = cblur(newTC.xy); //checking only for sky causes weird outlines on amd cards and linux drivers
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#else
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if(depth1 > comp)color.rgb = cblur(newTC.xy);
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#endif
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#endif
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#ifdef Depth_of_Field
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