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//////////////////////////////////////////
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// Complementary Shaders by EminGT //
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// With Euphoria Patches by SpacEagle17 //
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//////////////////////////////////////////
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//Common//
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#include "/lib/common.glsl"
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
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#include "/lib/misc/distortWorld.glsl"
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#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FRAGMENT_SHADER
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in vec2 texCoord;
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flat in vec4 glColor;
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//Pipeline Constants//
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//Common Variables//
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//Common Functions//
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//Includes//
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#ifdef COLOR_CODED_PROGRAMS
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#include "/lib/misc/colorCodedPrograms.glsl"
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#endif
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//Program//
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void main() {
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vec4 color = texture2D(tex, texCoord);
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color *= glColor;
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color.rgb *= glColor.a; // Needed for Minecraft's "Glint Strength" apparently
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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/* DRAWBUFFERS:06 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(texelFetch(colortex6, texelCoord, 0).rgb, 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 VERTEX_SHADER
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out vec2 texCoord;
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flat out vec4 glColor;
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//Attributes//
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#if defined ATLAS_ROTATION || defined WAVE_EVERYTHING
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attribute vec4 mc_midTexCoord;
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vec2 lmCoord = GetLightMapCoordinates();
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#endif
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//Common Variables//
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//Common Functions//
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//Includes//
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#ifdef WAVE_EVERYTHING
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#include "/lib/materials/materialMethods/wavingBlocks.glsl"
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#endif
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//Program//
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void main() {
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gl_Position = ftransform();
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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#ifdef ATLAS_ROTATION
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texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
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#endif
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glColor = gl_Color;
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#if HAND_SWAYING > 0
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if (gl_ProjectionMatrix[2][2] > -0.5) {
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#include "/lib/misc/handSway.glsl"
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}
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#endif
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
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if (gl_ProjectionMatrix[2][2] < -0.5) {
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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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#ifdef MIRROR_DIMENSION
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doMirrorDimension(position);
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#endif
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#ifdef WORLD_CURVATURE
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position.y += doWorldCurvature(position.xz);
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#endif
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#ifdef WAVE_EVERYTHING
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DoWaveEverything(position.xyz);
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#endif
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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}
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#endif
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}
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#endif
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