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;
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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 float viewWidth, viewHeight;
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uniform float far, near;
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uniform vec3 cameraPosition, previousCameraPosition;
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uniform mat4 gbufferPreviousProjection, gbufferProjectionInverse;
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uniform mat4 gbufferPreviousModelView, gbufferModelViewInverse;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex7;
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uniform sampler2D depthtex1;
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//Optifine Constants//
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const bool colortex1MipmapEnabled = true;
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//Common Functions//
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float GetLinearDepth(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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}
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//Includes//
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#if AA > 1
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#include "/lib/antialiasing/taa.glsl"
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#endif
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//Program//
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void main() {
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vec3 color = texture2DLod(colortex1, texCoord, 0).rgb;
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#if AA > 1
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vec4 temp = vec4(texture2D(colortex2, texCoord).r, 0.0, 0.0, 0.0);
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TAA(color, temp);
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#endif
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/*DRAWBUFFERS:1*/
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gl_FragData[0] = vec4(color, 1.0);
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#if AA > 1
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/*DRAWBUFFERS:12*/
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gl_FragData[1] = vec4(temp);
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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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//Program//
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void main() {
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texCoord = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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}
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#endif
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