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fix fluid animation uv
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5231b68e4a
commit
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@ -136,12 +136,11 @@ class FluidSectionMesher(
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val minUV = Vec2.EMPTY
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val maxUV = Vec2(if (still) 1.0f else 0.5f) // Minecraft just uses half of the sprite
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val texturePositions = arrayOf(
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Vec2(maxUV.x, minUV.y),
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minUV,
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Vec2(minUV.x, maxUV.y),
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Vec2(maxUV.x, minUV.y),
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maxUV,
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Vec2(minUV.x, maxUV.y),
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)
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@ -227,10 +226,10 @@ class FluidSectionMesher(
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Vec3(faceXEnd, offsetPosition.y + v2, faceZEnd),
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)
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val texturePositions = arrayOf(
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TEXTURE_1,
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Vec2(0.0f, (1 - v1) / 2),
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Vec2(0.5f, (1 - v2) / 2),
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TEXTURE_1,
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TEXTURE_2,
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Vec2(0.5f, (1 - v2) / 2),
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)
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val meshToUse = model.flowing.transparency.getMesh(mesh)
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