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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varying vec2 texCoord, lmCoord;
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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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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FSH
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//Uniforms//
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uniform int frameCounter;
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uniform int isEyeInWater;
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#ifdef DYNAMIC_SHADER_LIGHT
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uniform int heldItemId, heldItemId2;
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uniform int heldBlockLightValue;
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uniform int heldBlockLightValue2;
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#endif
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uniform float frameTimeCounter;
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uniform float nightVision;
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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 ivec2 eyeBrightnessSmooth;
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uniform vec3 fogColor;
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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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#if ((defined WATER_CAUSTICS || defined CLOUD_SHADOW) && defined OVERWORLD) || defined RANDOM_BLOCKLIGHT
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uniform sampler2D noisetex;
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#endif
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#ifdef COLORED_LIGHT
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uniform sampler2D colortex9;
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#endif
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#if MC_VERSION >= 11700
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uniform int renderStage;
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#endif
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#if MC_VERSION >= 11900
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uniform float darknessLightFactor;
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#endif
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//Common Variables//
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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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#if WORLD_TIME_ANIMATION >= 2
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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#ifdef OVERWORLD
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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#else
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vec3 lightVec = sunVec;
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#endif
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//Common Functions//
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float GetLuminance(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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//Includes//
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#include "/lib/color/blocklightColor.glsl"
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#include "/lib/color/dimensionColor.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#if defined WATER_CAUSTICS && defined OVERWORLD
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#include "/lib/color/waterColor.glsl"
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#endif
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#include "/lib/lighting/forwardLighting.glsl"
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#if SELECTION_MODE == 1
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#include "/lib/color/selectionColor.glsl"
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#endif
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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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//Program//
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void main() {
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vec4 albedo = color;
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float skymapMod = 0.0;
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#ifndef COMPATIBILITY_MODE
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float albedocheck = albedo.a;
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#else
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float albedocheck = 1.0;
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#endif
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if (albedocheck > 0.00001) {
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vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
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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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float lViewPos = length(viewPos.xyz);
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albedo.rgb = pow(albedo.rgb, vec3(2.2));
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albedo.a = albedo.a * 0.5 + 0.5;
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#ifdef WHITE_WORLD
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if (albedo.a > 0.9) albedo.rgb = vec3(0.5);
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#endif
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float NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
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float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0);
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quarterNdotU*= quarterNdotU;
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vec3 shadow = vec3(0.0);
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vec3 lightAlbedo = vec3(0.0);
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GetLighting(albedo.rgb, shadow, lightAlbedo, viewPos, lViewPos, worldPos, lightmap, 1.0, NdotL, quarterNdotU,
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1.0, 0.0, 0.0, 0.0, 1.0);
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#if MC_VERSION >= 11700
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if (renderStage == 14) {
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#else
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if (albedo.rgb == vec3(0.0) && albedo.a > 0.5) {
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#endif
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albedo.a = 1.0;
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#if SELECTION_MODE == 1 // Select Color
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albedo.rgb = selectionCol;
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#endif
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#if SELECTION_MODE == 2 // Versatile
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albedo.a = 0.1;
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skymapMod = 0.995;
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#endif
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#if SELECTION_MODE == 4 // Rainbow
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float posFactor = worldPos.x + worldPos.y + worldPos.z + cameraPosition.x + cameraPosition.y + cameraPosition.z;
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albedo.rgb = clamp(abs(mod(fract(frameTimeCounter*0.25 + posFactor*0.1) * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0)-1.0,
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0.0, 1.0);
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * SELECTION_I * SELECTION_I * 0.5;
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#endif
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#if SELECTION_MODE == 3 // Disabled
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albedo.a = 0.0;
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discard;
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#endif
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}
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} else discard;
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#ifdef GBUFFER_CODING
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albedo.rgb = vec3(85.0, 255.0, 85.0) / 255.0;
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5;
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#endif
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#if (defined ADV_MAT && defined REFLECTION_SPECULAR) || SELECTION_MODE == 2
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/* DRAWBUFFERS:0361 */
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gl_FragData[1] = vec4(0.0, 0.0, skymapMod, 1.0);
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gl_FragData[2] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0);
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gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
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#endif
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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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uniform float frameTimeCounter;
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uniform float viewWidth, viewHeight;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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#if AA > 1
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uniform int frameCounter;
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#endif
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#if MC_VERSION >= 11700
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uniform int renderStage;
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#endif
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//Attributes//
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attribute vec4 mc_Entity;
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attribute vec4 mc_midTexCoord;
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//Common Variables//
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#if WORLD_TIME_ANIMATION >= 2
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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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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//Includes//
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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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#ifdef WORLD_CURVATURE
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#include "/lib/vertex/worldCurvature.glsl"
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#endif
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//Program//
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void main() {
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lmCoord = clamp((lmCoord - 0.03125) * 1.06667, 0.0, 1.0);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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color = gl_Color;
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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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#ifndef GBUFFERS_LINE
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#ifdef WORLD_CURVATURE
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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position.y -= WorldCurvature(position.xz);
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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#endif
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#else
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float lineWidth = 2.0;
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vec2 screenSize = vec2(viewWidth, viewHeight);
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const mat4 VIEW_SCALE = mat4(mat3(1.0 - (1.0 / 256.0)));
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vec4 linePosStart = projectionMatrix * VIEW_SCALE * modelViewMatrix * vec4(vaPosition, 1.0);
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vec4 linePosEnd = projectionMatrix * VIEW_SCALE * modelViewMatrix * (vec4(vaPosition + vaNormal, 1.0));
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vec3 ndc1 = linePosStart.xyz / linePosStart.w;
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vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
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vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * screenSize);
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vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * lineWidth / screenSize;
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if (lineOffset.x < 0.0)
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lineOffset *= -1.0;
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if (gl_VertexID % 2 == 0)
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gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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else
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gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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#endif
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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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}
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#endif
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