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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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@@ -42,8 +42,8 @@ void Window::update_viewport() {
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m_aspect = (float)m_width / (float)m_height;
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glViewport(0, 0, m_width, m_height);
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m_renderer.update_proj_matrix(m_aspect, m_width, m_height);
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m_renderer.updata_framebuffer(m_width, m_height);
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auto& config = Config::get();
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config.set("window.width", windowed_width);
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config.set("window.height", windowed_height);
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}
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