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 END || (defined OVERWORLD && defined VANILLA_SKYBOX)
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varying vec2 texCoord;
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varying vec4 color;
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#endif
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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varying vec3 upVec, sunVec;
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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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uniform float isEyeInCave;
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uniform float screenBrightness;
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uniform vec3 skyColor;
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uniform vec3 fogColor;
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uniform sampler2D texture;
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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uniform int worldDay;
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uniform float nightVision;
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uniform float rainStrengthS;
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uniform float viewWidth, viewHeight;
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uniform float eyeAltitude;
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uniform ivec2 eyeBrightnessSmooth;
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uniform mat4 gbufferProjectionInverse;
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#endif
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#ifdef END
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelViewInverse;
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uniform sampler2D noisetex;
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#endif
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#if MC_VERSION >= 11700 && defined OVERWORLD && defined VANILLA_SKYBOX && defined SUN_MOON_HORIZON
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uniform int renderStage;
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#endif
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//Common Variables//
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float vsBrightness = clamp(screenBrightness, 0.0, 1.0);
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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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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#endif
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//Common Functions//
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//Includes//
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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#include "/lib/color/lightColor.glsl"
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#endif
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#ifdef END
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#include "/lib/color/endColor.glsl"
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#endif
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//Program//
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void main() {
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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vec4 albedo = texture2D(texture, texCoord.xy);
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vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
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vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
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viewPos /= viewPos.w;
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vec3 nViewPos = normalize(viewPos.xyz);
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#ifdef SUN_MOON_HORIZON
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float NdotU = dot(nViewPos, upVec);
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#if MC_VERSION >= 11700
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if (renderStage > 3)
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#endif
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albedo.a *= clamp((NdotU+0.02)*10, 0.0, 1.0);
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#endif
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albedo *= color;
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albedo.rgb = pow(albedo.rgb, vec3(2.2 + sunVisibility * 2.2)) * (1.0 + sunVisibility * 4.0) * SKYBOX_BRIGHTNESS * albedo.a;
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#else
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vec4 albedo = vec4(0.0);
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#endif
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#ifdef END
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albedo = vec4(endCol * (0.035 + 0.02 * vsBrightness), 1.0);
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#endif
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#ifdef TWO
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albedo = vec4(0.0, 0.0, 0.0, 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, 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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#if defined CAVE_SKY_FIX && defined OVERWORLD
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albedo.rgb *= 1.0 - isEyeInCave;
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#endif
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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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 OVERWORLD && defined VANILLA_SKYBOX
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uniform mat4 gbufferModelView;
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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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#include "/lib/util/jitter.glsl"
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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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#include "/lib/util/jitter2.glsl"
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#endif
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#endif
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//Common Variables//
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#if defined END || (defined OVERWORLD && defined VANILLA_SKYBOX)
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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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#endif
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//Program//
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void main() {
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#if defined END || (defined OVERWORLD && defined VANILLA_SKYBOX)
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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color = gl_Color;
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gl_Position = ftransform();
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#endif
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#if defined OVERWORLD && defined VANILLA_SKYBOX
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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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#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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#if !defined END
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vec4 color = vec4(0.0);
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gl_Position = color;
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#endif
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#endif
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}
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#endif
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