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fix some fluid rendering bugs
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@ -1,6 +1,6 @@
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/*
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* Minosoft
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* Copyright (C) 2020-2022 Moritz Zwerger and contributors
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* Copyright (C) 2020-2022 Moritz Zwerger
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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@ -184,46 +184,46 @@ class FluidCullSectionPreparer(
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var faceXEnd = faceX
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var faceZ = position.z.toFloat()
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var faceZEnd = faceZ
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var v1 = position.y.toFloat()
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var v2 = v1
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var v1 = 0.0f
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var v2 = 0.0f
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when (direction) {
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0 -> {
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faceXEnd += 1.0f
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v1 += cornerHeights[0]
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v2 += cornerHeights[1]
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v1 = cornerHeights[0]
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v2 = cornerHeights[1]
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}
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1 -> {
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faceX += 1.0f
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faceZ = +1.0f
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faceZ += +1.0f
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faceZEnd += 1.0f
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v1 += cornerHeights[2]
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v2 += cornerHeights[3]
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v1 = cornerHeights[2]
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v2 = cornerHeights[3]
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}
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2 -> {
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faceZ += 1.0f
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v1 += cornerHeights[3]
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v2 += cornerHeights[0]
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v1 = cornerHeights[3]
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v2 = cornerHeights[0]
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}
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3 -> {
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faceX += 1.0f
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faceXEnd += 1.0f
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faceZEnd += 1.0f
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v1 += cornerHeights[1]
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v2 += cornerHeights[2]
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v1 = cornerHeights[1]
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v2 = cornerHeights[2]
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}
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}
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// ToDo: Prevent face fighting with transparent neighbours
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val positions = arrayOf(
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Vec3(faceX, v1, faceZ),
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Vec3(faceX, position.y + v1, faceZ),
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Vec3(faceX, position.y, faceZ),
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Vec3(faceXEnd, position.y, faceZEnd),
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Vec3(faceXEnd, v2, faceZEnd),
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Vec3(faceXEnd, position.y + v2, faceZEnd),
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)
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val texturePositions = arrayOf(
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TEXTURE_1,
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