fix: skybox is not visible behind translucent blocks
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@@ -3,27 +3,18 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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#include <world_fragment_header>
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in vec4 a_color;
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in vec4 a_modelpos;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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#include <shadows>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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