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#ifdef POM
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#include "/lib/materials/materialMethods/pomEffects.glsl"
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#endif
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#include "/lib/materials/materialMethods/customEmission.glsl"
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void GetCustomMaterials(inout vec4 color, inout vec3 normalM, inout vec2 lmCoordM, inout float NdotU, inout vec3 shadowMult, inout float smoothnessG, inout float smoothnessD, inout float highlightMult, inout float emission, inout float materialMask, vec3 viewPos, float lViewPos) {
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vec2 texCoordM = texCoord;
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#ifdef POM
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float parallaxFade, parallaxTexDepth;
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vec2 parallaxLocalCoord;
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vec3 parallaxTraceCoordDepth;
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vec4 normalMap;
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bool skipPom = false;
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if (!skipPom) {
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texCoordM = vTexCoord.xy * vTexCoordAM.zw + vTexCoordAM.xy;
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parallaxFade = pow2(lViewPos / POM_DISTANCE);
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#ifdef GBUFFERS_ENTITIES
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if (entityId == 50008) parallaxFade = 1.1; // Item Frame, Glow Item Frame
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#endif
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#ifdef GBUFFERS_BLOCK
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if (blockEntityId == 5004) parallaxFade = 1.1; // Signs
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#endif
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#ifdef GBUFFERS_HAND
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if (heldItemId == 40004 || heldItemId2 == 40004) parallaxFade = 1.1; // Filled Map
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#endif
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parallaxTraceCoordDepth = vec3(texCoordM, 1.0);
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parallaxLocalCoord = vTexCoord.st;
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normalMap = ReadNormal(vTexCoord.st);
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parallaxFade += pow(normalMap.a, 64.0);
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if (parallaxFade < 1.0) {
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float dither = Bayer64(gl_FragCoord.xy);
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#ifdef TAA
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dither = fract(dither + goldenRatio * mod(float(frameCounter), 3600.0));
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#endif
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parallaxLocalCoord = GetParallaxCoord(parallaxFade, dither, texCoordM, parallaxTexDepth, parallaxTraceCoordDepth);
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normalMap = textureGrad(normals, texCoordM, dcdx, dcdy);
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color = textureGrad(tex, texCoordM, dcdx, dcdy);
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#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_BLOCK
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color.rgb *= glColor.rgb;
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#else
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color *= glColor;
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#endif
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shadowMult *= GetParallaxShadow(parallaxFade, dither, normalMap.a, parallaxLocalCoord, lightVec, tbnMatrix);
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}
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}
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#endif
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// Normal Map
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#if NORMAL_MAP_STRENGTH != 0
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#ifdef POM
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else normalMap = texture2D(normals, texCoordM);
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#else
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vec4 normalMap = texture2D(normals, texCoordM);
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#endif
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normalM = normalMap.xyz;
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normalM += vec3(0.5, 0.5, 0.0);
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normalM = pow(normalM, vec3(NORMAL_MAP_STRENGTH * 0.007)); // 70% strength by default
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normalM -= vec3(0.5, 0.5, 0.0);
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normalM = normalM * 2.0 - 1.0;
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#if RP_MODE == 3 // labPBR
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if (normalM.x + normalM.y > -1.999) {
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if (length(normalM.xy) > 1.0) normalM.xy = normalize(normalM.xy);
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normalM.z = sqrt(1.0 - dot(normalM.xy, normalM.xy));
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normalM.xyz = normalize(clamp(normalM.xyz, vec3(-1.0), vec3(1.0)));
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} else normalM = vec3(0.0, 0.0, 1.0);
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#endif
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#if defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
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if (!skipPom) {
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float slopeThreshold = max(1.0 / POM_QUALITY, 1.0/255.0);
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if (parallaxTexDepth - parallaxTraceCoordDepth.z > slopeThreshold) {
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vec3 slopeNormal = GetParallaxSlopeNormal(parallaxLocalCoord, parallaxTraceCoordDepth.z, viewVector);
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normalM = mix(normalM, slopeNormal, 0.5 * pow2(max0(1.0 - parallaxFade * 2.0)));
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}
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}
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#endif
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normalM = clamp(normalize(normalM * tbnMatrix), vec3(-1.0), vec3(1.0));
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NdotU = dot(normalM, upVec);
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NdotUmax0 = max0(NdotU);
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#endif
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#if DIRECTIONAL_BLOCKLIGHT > 0
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mat3 lightmapTBN = mat3(normalize(dFdx(viewPos)), normalize(dFdy(viewPos)), vec3(0.0));
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lightmapTBN[2] = cross(lightmapTBN[0], lightmapTBN[1]);
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float lmCoordXDir = lmCoordM.x;
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vec2 deriv = vec2(dFdx(lmCoordXDir), dFdy(lmCoordXDir)) * 256.0;
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vec3 dir = normalize(vec3(deriv.x * lightmapTBN[0] +
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0.0005 * lightmapTBN[2] +
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deriv.y * lightmapTBN[1]));
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float pwr = clamp(dot(normalM, dir), -1.0, 1.0);
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float absPwr = abs(pwr);
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if (absPwr > 0.0) pwr = pow(absPwr, 9.0 / DIRECTIONAL_BLOCKLIGHT) * sign(pwr) * lmCoordXDir;
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if (length(deriv) > 0.001) lmCoordXDir = pow(max(lmCoordXDir, 0.00001), 1.0 - pwr);
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lmCoordM.x = mix(lmCoordM.x, lmCoordXDir, 0.01 * max0(100.0 - pow2(lViewPos)));
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#endif
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// Specular Map
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vec4 specularMap = texture2D(specular, texCoordM);
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float smoothnessM = pow2(specularMap.r);
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smoothnessG = smoothnessM;
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smoothnessD = smoothnessM;
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highlightMult = 1.0 + 2.5 * specularMap.r;
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#if RP_MODE == 3 // labPBR
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highlightMult *= 0.5 + 0.5 * specularMap.g;
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#endif
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emission = GetCustomEmission(specularMap, texCoordM);
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#ifndef GBUFFERS_WATER
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#if defined GBUFFERS_ENTITIES || defined GBUFFERS_HAND
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if (
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materialMask > OSIEBCA * 240.1
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&& specularMap.g < 0.01
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) return;
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#endif
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#if RP_MODE == 2 // seuspbr
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materialMask = specularMap.g * OSIEBCA * 240.0;
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#elif RP_MODE == 3 // labPBR
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if (specularMap.g < OSIEBCA * 229.1) {
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materialMask = specularMap.g * OSIEBCA * 214.0;
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} else {
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materialMask = specularMap.g - OSIEBCA * 15.0;
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}
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#endif
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#endif
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}
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