ContentPackRuntime + refactor
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@@ -26,6 +26,7 @@ uniform float u_torchlightDistance;
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void main(){
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vec3 pos3d = (u_model * vec4(v_position, 1.0)).xyz-u_cameraPos.xyz;
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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modelpos.y -= pow(length(pos3d.xz)*0.002, 3.0);
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vec4 viewmodelpos = u_view * modelpos;
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vec4 decomp_light = decompress_light(v_light);
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vec3 light = decomp_light.rgb;
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