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#include "/lib/shaderSettings/water.glsl"
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if (mat < 32008) {
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if (mat < 30016) {
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if (mat < 30008) {
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if (mat == 30000) { //
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} else if (mat == 30004) { //
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}
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} else {
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if (mat == 30008) { // Tinted Glass
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#ifdef CONNECTED_GLASS_EFFECT
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uint voxelID = uint(254);
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bool isPane = false;
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DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
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#endif
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color.a = pow(color.a, 1.0 - fresnelM);
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reflectMult = 1.0;
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#ifndef MIRROR_TINTED_GLASS
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DoTranslucentTweaks(color, fresnelM, reflectMult, lViewPos);
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#else
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color.a = color.a * 0.3 + 0.7;
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fresnelM = fresnelM * 0.5 + 0.5;
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reflectMult /= color.a;
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noGeneratedNormals = true;
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#ifdef MIRROR_TINTED_GLASS_OPAQUE
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color.a = 1.0;
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#endif
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#endif
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overlayNoiseAlpha = 0.95;
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sandNoiseIntensity = 0.5;
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mossNoiseIntensity = 0.5;
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} else /*if (mat == 30012)*/ { // Slime Block
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translucentMultCalculated = true;
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reflectMult = 0.7;
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translucentMult.rgb = pow2(color.rgb) * 0.2;
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smoothnessG = color.g * 0.7;
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highlightMult = 2.5;
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overlayNoiseAlpha = 0.6;
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sandNoiseIntensity = 0.5;
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mossNoiseIntensity = 0.5;
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}
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}
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} else {
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if (mat < 32000) {
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if (mat < 31000) {
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if (mat == 30016) { // Honey Block
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translucentMultCalculated = true;
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reflectMult = 1.0;
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translucentMult.rgb = pow2(color.rgb) * 0.2;
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smoothnessG = color.r * 0.7;
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highlightMult = 2.5;
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overlayNoiseAlpha = 0.4;
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sandNoiseIntensity = 0.5;
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mossNoiseIntensity = 0.5;
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} else /*if (mat == 30020)*/ { // Nether Portal
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#ifdef SPECIAL_PORTAL_EFFECTS
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#include "/lib/materials/specificMaterials/translucents/netherPortal.glsl"
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#endif
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overlayNoiseIntensity = 0.0;
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}
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} else { // (31XXX)
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if (mat % 2 == 0) { // Stained Glass
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#ifdef CONNECTED_GLASS_EFFECT
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uint voxelID = uint(200 + (mat - 31000) / 2);
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bool isPane = false;
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DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
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#endif
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#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
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overlayNoiseAlpha = 1.05;
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mossNoiseIntensity = 0.8;
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} else /*if (mat % 2 == 1)*/ { // Stained Glass Pane
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#ifdef CONNECTED_GLASS_EFFECT
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uint voxelID = uint(200 + (mat - 31000) / 2);
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bool isPane = true;
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DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
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#endif
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#include "/lib/materials/specificMaterials/translucents/stainedGlass.glsl"
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noSmoothLighting = true;
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overlayNoiseAlpha = 1.05;
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sandNoiseIntensity = 0.8;
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mossNoiseIntensity = 0.8;
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}
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}
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} else {
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if (mat == 32000) { // Water
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#ifdef SHADER_WATER
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#include "/lib/materials/specificMaterials/translucents/water.glsl"
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#endif
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overlayNoiseIntensity = 0.0;
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overlayNoiseFresnelMult = 0.0;
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IPBRMult = 0.0;
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overlayNoiseAlpha = 0.0;
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} else /*if (mat == 32004)*/ { // Ice
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smoothnessG = pow2(color.g) * color.g;
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highlightMult = pow2(min1(pow2(color.g) * 1.5)) * 3.5;
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reflectMult = 0.7;
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overlayNoiseAlpha = 0.6;
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sandNoiseIntensity = 0.7;
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mossNoiseIntensity = 0.7;
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}
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}
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}
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} else {
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if (mat < 32024) {
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if (mat < 32016) {
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if (mat < 32012) { // Glass
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if (mat == 32008){
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#ifdef CONNECTED_GLASS_EFFECT
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uint voxelID = uint(217);
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bool isPane = false;
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DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
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#endif
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}
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#include "/lib/materials/specificMaterials/translucents/glass.glsl"
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overlayNoiseAlpha = 0.8;
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sandNoiseIntensity = 0.8;
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mossNoiseIntensity = 0.8;
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} else /*if (mat == 32012)*/ { // Glass Pane
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if (mat == 32012) {
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#ifdef CONNECTED_GLASS_EFFECT
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uint voxelID = uint(218);
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bool isPane = true;
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DoConnectedGlass(colorP, color, noGeneratedNormals, playerPos, worldGeoNormal, voxelID, isPane);
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#endif
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}
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if (color.a < 0.001 && abs(NdotU) > 0.95) discard; // Fixing artifacts on CTM/Opti connected glass panes
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#include "/lib/materials/specificMaterials/translucents/glass.glsl"
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noSmoothLighting = true;
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overlayNoiseAlpha = 0.8;
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sandNoiseIntensity = 0.8;
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mossNoiseIntensity = 0.8;
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}
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} else {
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if (mat == 32016) { // Beacon
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lmCoordM.x = 0.88;
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translucentMultCalculated = true;
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translucentMult = vec4(0.0, 0.0, 0.0, 1.0);
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if (color.b > 0.5) {
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if (color.g - color.b < 0.01 && color.g < 0.99) {
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#include "/lib/materials/specificMaterials/translucents/glass.glsl"
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} else { // Beacon:Center
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lmCoordM = vec2(0.0);
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noDirectionalShading = true;
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float lColor = length(color.rgb);
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vec3 baseColor = vec3(0.1, 1.0, 0.92);
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if (lColor > 1.65) color.rgb = baseColor + 0.2;
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else if (lColor > 1.5) color.rgb = baseColor + 0.15;
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else if (lColor > 1.3) color.rgb = baseColor + 0.08;
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else if (lColor > 1.15) color.rgb = baseColor + 0.035;
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else color.rgb = baseColor;
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emission = 3.5;
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}
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} else { // Beacon:Obsidian
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float factor = color.r * 1.5;
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smoothnessG = factor;
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highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
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smoothnessG = min1(smoothnessG);
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}
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overlayNoiseAlpha = 0.8;
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sandNoiseIntensity = 0.5;
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mossNoiseIntensity = 0.5;
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} else /*if (mat == 32020)*/ { //
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}
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}
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} else {
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if (mat < 32032) {
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if (mat == 32024) { //
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} else /*if (mat == 32028)*/ { //
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}
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} else {
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if (mat == 32032) { //
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} else /*if (mat == 32036)*/ { //
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}
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}
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}
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}
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