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 sampler2D colortex1;
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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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#if AA == 1 || AA == 3
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#include "/lib/antialiasing/fxaa.glsl"
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#endif
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//Program//
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void main() {
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vec3 color = texture2D(colortex1, texCoord).rgb;
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#if AA == 1 || AA == 3
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FXAA311(color);
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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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}
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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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