Added Sildurs Enhanced Default Shaderpack
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#version 120
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/*
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Sildur's Enhanced Default:
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https://www.patreon.com/Sildur
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https://sildurs-shaders.github.io/
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https://twitter.com/Sildurs_shaders
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https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default
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Permissions:
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You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours.
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*/
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#define shadowprogram
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#include "shaders.settings"
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varying vec3 texcoord;
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attribute vec4 mc_Entity;
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#ifdef Shadows
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vec2 calcShadowDistortion(in vec2 shadowpos) {
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float distortion = ((1.0 - SHADOW_MAP_BIAS) + length(shadowpos.xy * 1.25) * SHADOW_MAP_BIAS) * 0.85;
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return shadowpos.xy / distortion;
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}
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#endif
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void main() {
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vec4 position = gl_ModelViewProjectionMatrix * gl_Vertex;
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#ifdef Shadows
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position.xy = calcShadowDistortion(position.xy);
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#endif
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gl_Position = position;
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texcoord.xy = (gl_MultiTexCoord0).xy;
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texcoord.z = 1.0;
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if(mc_Entity.x == 10008.0) texcoord.z = 0.0;
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#ifndef grass_shadows
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if(mc_Entity.x == 10031.0 || mc_Entity.x == 10175.0 || mc_Entity.x == 10176.0) texcoord.z = 0.0;
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#endif
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}
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