Use range-based fog instead of z-plane based.
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- client/shaders/nodes_shader/opengl_fragment.glsl 2 additions, 2 deletionsclient/shaders/nodes_shader/opengl_fragment.glsl
- client/shaders/water_surface_shader/opengl_fragment.glsl 2 additions, 2 deletionsclient/shaders/water_surface_shader/opengl_fragment.glsl
- client/shaders/wielded_shader/opengl_fragment.glsl 1 addition, 1 deletionclient/shaders/wielded_shader/opengl_fragment.glsl
- src/game.cpp 1 addition, 1 deletionsrc/game.cpp
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