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feat: water rendering (#13)
* refactor: update water texture * feat(gameplay): implement transparent block rendering with depth sorting * fix(world): use camera pos for distance calculations, make water passable * refactor(player): use ivec3 for block pass check * feat(camera): add underwater detection * feat(renderer): add underwater effect with framebuffer post-processing * feat(block): add gas property and refactor solid block check * fix(assets): set leaf block transparency to false * fix(block): set leaf as transparent
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assets/shaders/under_water_v_shader.glsl
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11
assets/shaders/under_water_v_shader.glsl
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#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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out vec2 TexCoord;
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void main() {
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gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
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TexCoord = texCoord;
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}
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