fix semi-transparent (water) rendering
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12
internal/asset/shader/world/lighting.vert
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12
internal/asset/shader/world/lighting.vert
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@@ -0,0 +1,12 @@
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#version 330
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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out vec2 fragPosScreen;
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void main() {
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gl_Position = vec4(vert, 0.0f, 1);
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fragPosScreen = texCoord;
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}
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