Фикс farlands
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@@ -315,7 +315,10 @@ public class PostProcessingManager {
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// Камера
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Camera camera = client.gameRenderer.getCamera();
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Vec3d pos = camera.getPos();
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GL20.glUniform3f(rm_cameraPositionLocation, (float) pos.x, (float) pos.y, (float) pos.z);
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float localCameraX = (float) (pos.x - FogSystem.originChunkX() * FogWorldVolume.CHUNK_SIZE);
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float localCameraY = (float) (pos.y - FogWorldVolume.MIN_Y);
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float localCameraZ = (float) (pos.z - FogSystem.originChunkZ() * FogWorldVolume.CHUNK_SIZE);
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GL20.glUniform3f(rm_cameraPositionLocation, localCameraX, localCameraY, localCameraZ);
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// Размер экрана (scaled)
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GL20.glUniform2f(rm_screenSizeLocation, scaledWidth, scaledHeight);
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@@ -72,25 +72,21 @@ vec3 reconstructWorldPosition(vec2 uv)
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vec3 worldToUV(vec3 worldPos)
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{
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float localX = worldPos.x - float(FogOrigin.x);
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float localZ = worldPos.z - float(FogOrigin.y);
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if (
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localX < 0.0 || localX >= FOG_SIZE_X ||
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localZ < 0.0 || localZ >= FOG_SIZE_Z ||
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worldPos.y < WORLD_BOTTOM ||
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worldPos.y >= WORLD_BOTTOM + WORLD_HEIGHT
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worldPos.x < 0.0 || worldPos.x >= FOG_SIZE_X ||
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worldPos.z < 0.0 || worldPos.z >= FOG_SIZE_Z ||
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worldPos.y < 0.0 || worldPos.y >= WORLD_HEIGHT
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){
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return vec3(-1.0);
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}
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float physicalX = localX + float(RingBlockOffset.x);
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float physicalZ = localZ + float(RingBlockOffset.y);
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float physicalX = mod(worldPos.x + float(RingBlockOffset.x), FOG_SIZE_X);
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float physicalZ = mod(worldPos.z + float(RingBlockOffset.y), FOG_SIZE_Z);
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vec3 uv;
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uv.x = physicalX / FOG_SIZE_X;
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uv.z = physicalZ / FOG_SIZE_Z;
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uv.y = (worldPos.y - WORLD_BOTTOM) / WORLD_HEIGHT;
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uv.y = worldPos.y / WORLD_HEIGHT;
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return uv;
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}
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