custommods
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/*
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Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu
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*/
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//Common//
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#include "/lib/common.glsl"
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//Varyings//
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#if !defined CLOUDS && defined OVERWORLD
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varying vec2 texCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec;
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varying vec4 color;
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FSH
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//Uniforms//
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#if !defined CLOUDS && defined OVERWORLD
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uniform int isEyeInWater;
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uniform float rainStrengthS;
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uniform float screenBrightness;
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uniform float viewWidth, viewHeight;
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uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec3 skyColor;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowProjection;
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uniform mat4 shadowModelView;
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uniform sampler2D texture;
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#if AA > 1
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uniform int frameCounter;
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#endif
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#endif
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//Common Variables//
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#if !defined CLOUDS && defined OVERWORLD
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
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float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
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#endif
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//Includes//
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#if !defined CLOUDS && defined OVERWORLD
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/color/lightColor.glsl"
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#include "/lib/color/skyColor.glsl"
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#if AA == 2 || AA == 3
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#include "/lib/util/jitter.glsl"
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#endif
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#if AA == 4
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#include "/lib/util/jitter2.glsl"
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#endif
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#endif
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//Program//
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void main(){
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#if !defined CLOUDS && defined OVERWORLD
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vec4 albedo = vec4(1.0, 1.0, 1.0, texture2D(texture, texCoord.xy).a);
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vec3 cloudTex = texture2D(texture, texCoord.xy).rgb;
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albedo.rgb = pow(albedo.rgb * cloudTex, vec3(2.2));
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float timeBrightnessS = 1.0 - timeBrightness;
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timeBrightnessS = 1.0 - timeBrightnessS * timeBrightnessS;
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if (rainStrengthS < 1.0) albedo.rgb *= lightCol * sky_ColorSqrt * (0.5 + 0.15 * timeBrightnessS);
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float sunVisibility2 = sunVisibility * sunVisibility;
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if (rainStrengthS > 0.0) {
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vec3 rainColor = weatherCol*weatherCol * (0.002 + 0.03 * timeBrightnessS + 0.02 * sunVisibility2);
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albedo.rgb = mix(albedo.rgb, rainColor * cloudTex, rainStrengthS);
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}
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if (albedo.a > 0.1) {
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albedo.a = CLOUD_OPACITY;
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albedo.a *= albedo.a;
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}
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#if AA > 1
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vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
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#else
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vec3 viewPos = ScreenToView(screenPos);
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#endif
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vec3 worldPos = ViewToWorld(viewPos);
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#ifdef FOG1
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float lWorldPos = max(abs(worldPos.x), abs(worldPos.z));
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float cloudDistance = 375.0;
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cloudDistance = clamp((cloudDistance - lWorldPos) / cloudDistance, 0.0, 1.0);
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if (cloudDistance < 0.00001) discard;
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albedo.a *= min(cloudDistance * 3.0, 1.0);
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#endif
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vec3 nViewPos = normalize(viewPos.xyz);
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float NdotU = dot(nViewPos, upVec);
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float cosS = dot(nViewPos, sunVec);
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float scattering = 0.5 * sunVisibility2 * pow(cosS * 0.5 * (2.0 * sunVisibility - 1.0) + 0.5, 6.0);
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//scattering *= scattering;
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albedo.rgb *= 1.0 + scattering * (1.0 - rainStrengthS * 0.8);
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float meFactorP = min((1.0 - min(moonBrightness, 0.6) / 0.6) * 0.115, 0.075);
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vec3 meColor = vec3(0.0);
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if (cosS > 0.0) {
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float meNdotU = 1.0 - abs(NdotU);
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float meFactor = meFactorP * meNdotU * cosS * meNdotU * 12.0 * (1.0 - rainStrengthS);
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meColor = mix(lightMorning, lightEvening, mefade);
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meColor *= meColor;
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meColor *= meColor;
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meColor *= meFactor * meFactor;
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}
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albedo.rgb += meColor * 0.25;
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float height = worldPos.y + cameraPosition.y;
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float cloudHeightFactor = 0.0;
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bool doFancyClouds = false;
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if (height < 134.0) {
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cloudHeightFactor = clamp(height - 127.85, 0.0, 5.0) / 5.0;
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doFancyClouds = true;
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} else if (height < 199.0 && height > 190.0) {
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cloudHeightFactor = clamp(height - 191.85, 0.0, 5.0) / 5.0;
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doFancyClouds = true;
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}
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if (doFancyClouds) {
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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float shadowTime = abs(sunVisibility - 0.5) * 2.0;
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shadowTime *= shadowTime;
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lightVec *= shadowTime * shadowTime;
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float NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
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albedo.rgb *= 1.0 + NdotL * 0.5;
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cloudHeightFactor = pow(cloudHeightFactor, 2.0 - NdotL);
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cloudHeightFactor *= 1.0 + 3.0 * sqrt1(moonBrightness) * (1.0 - rainStrengthS);
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float quarterNdotU = dot(normal, upVec);
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if (quarterNdotU > 0.0) albedo.rgb *= 1.0 - 0.25 * quarterNdotU;
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else albedo.rgb *= 1.0 + 0.15 * quarterNdotU;
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albedo.rgb *= 0.5 + (0.25 + 0.75 * (1.0 - rainStrengthS) * sunVisibility2) * cloudHeightFactor;
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} else {
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float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0);
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albedo.rgb *= quarterNdotU;
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}
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vec3 vlAlbedo = mix(vec3(1.0), albedo.rgb, sqrt1(albedo.a)) * (1.0 - pow(albedo.a, 64.0));
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#else
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discard;
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vec4 albedo = vec4(1.0);
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vec3 vlAlbedo = vec3(1.0);
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#endif
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#ifdef GBUFFER_CODING
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albedo.rgb = vec3(255.0, 255.0, 255.0) / 255.0;
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 2.0;
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#endif
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/* DRAWBUFFERS:01 */
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gl_FragData[0] = albedo;
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gl_FragData[1] = vec4(vlAlbedo, 1.0);
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}
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#endif
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//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
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#ifdef VSH
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//Uniforms//
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#if !defined CLOUDS && defined OVERWORLD
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#if AA == 2 || AA == 3
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uniform int frameCounter;
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uniform float viewWidth;
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uniform float viewHeight;
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#endif
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#if AA == 4
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uniform int frameCounter;
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uniform float viewWidth;
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uniform float viewHeight;
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#endif
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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#endif
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//Common Variables//
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#if !defined CLOUDS && defined OVERWORLD
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#ifdef OVERWORLD
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#ifdef OVERWORLD
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float timeAngleM = timeAngle;
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#else
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#if !defined SEVEN && !defined SEVEN_2
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float timeAngleM = 0.25;
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#else
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float timeAngleM = 0.5;
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#endif
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#endif
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#else
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float timeAngleM = 0.25;
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#endif
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#endif
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//Includes//
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#if !defined CLOUDS && defined OVERWORLD
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#if AA == 2 || AA == 3
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#include "/lib/util/jitter.glsl"
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#endif
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#if AA == 4
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#include "/lib/util/jitter2.glsl"
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#endif
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#endif
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//Program//
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void main(){
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#if !defined CLOUDS && defined OVERWORLD
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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color = gl_Color;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngleM - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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position.xz -= vec2(88.0);
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float height = position.y + cameraPosition.y;
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if (height > 193.0) position.y += 2.0;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#if AA > 1
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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#else
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gl_Position = vec4(0.0);
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return;
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#endif
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}
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#endif
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