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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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@@ -40,7 +40,7 @@ GLuint create_shader_program(const std::string& v_shader_path,
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Tools::check_opengl_error();
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glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
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if (fc != 1) {
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Logger::error("vertex compilation failed");
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Logger::error("fragment compilation failed");
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Tools::print_shader_log(f_shader);
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ASSERT(0);
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}
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