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Shaders: fix fog not affecting opaque liquids
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@ -194,7 +194,7 @@ void main(void)
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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