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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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 sampler2D texture;
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//Program//
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void main() {
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vec4 albedo = texture2D(texture, texCoord.xy) * color;
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#ifdef COMPBR
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if (CheckForColor(albedo.rgb, vec3(224, 121, 250))) { // Enderman Eye Edges
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albedo.rgb = vec3(0.8, 0.25, 0.8);
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}
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#endif
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albedo.rgb = pow1_5(albedo.rgb);
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albedo.rgb *= pow2(1.0 + albedo.b + 0.5 * albedo.g) * 1.5;
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albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.35;
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#ifdef WHITE_WORLD
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albedo.rgb = vec3(2.0);
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#endif
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#ifdef GBUFFER_CODING
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albedo.rgb = vec3(170.0, 0.0, 0.0) / 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
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/* DRAWBUFFERS:0361 */
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gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[2] = vec4(0.0, 0.0, 0.0, 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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#ifdef WORLD_CURVATURE
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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#endif
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//Attributes//
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//Includes//
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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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color = gl_Color;
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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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}
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#endif
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