fix: skybox is not visible behind translucent blocks
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@@ -6,44 +6,23 @@ layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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out vec4 a_color;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)), 1.0f);
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a_color = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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