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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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fix water again on android
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@@ -1924,9 +1924,11 @@ T.check(plain:find("sc / love_ScreenSize.xy", 1, true) ~= nil,
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-- the world curve drops the far side of the map into the near field of view,
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-- and a sea a hundred and fifty tiles away came out rasterised on top of the
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-- pond at the player's feet, tall grass and all.
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T.check(plain:find("Texel(depthTex, uv).r + 1e-5", 1, true) ~= nil,
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"with a hair of slack, because every water fragment is now testing "
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.. "against its own depth through a second shader program")
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T.check(plain:find("vec4 selfC = vp * vec4(vBent, 1.0)", 1, true) ~= nil
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and plain:find("Texel(depthTex, uv).r + 2e-4", 1, true) ~= nil,
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"testing a HIGHP recomputed depth (gl_FragCoord.z is mediump on mobile "
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.. "GLES -- fp16 loses a self-comparison outright) with slack covering "
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.. "the buffer's screen-linear interpolation drift across big quads")
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T.check(VoxelScene.drawWater ~= nil, "and the flat draw that puts it there")
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-- ------- the lift itself
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