Make clouds use specific upscale filter, break cloud render over walls
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@@ -0,0 +1,7 @@
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#version 450 core
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layout (std140, binding = 2) uniform PosTex { vec4 posTex[3]; };
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out vec2 vTexPos;
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void main() {
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gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
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vTexPos = posTex[gl_VertexID].zw ;
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}
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