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//////////////////////////////////////////
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// Complementary Shaders by EminGT // Can't be filled with white spaces because of Physics Mod detection
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// With Euphoria Patches by SpacEagle17 //
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//////////////////////////////////////////
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#extension GL_ARB_derivative_control : enable
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#ifdef GL_ARB_derivative_control
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#define USE_FINE_DERIVATIVES
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#endif
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//Common//
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#include "/lib/common.glsl"
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#include "/lib/shaderSettings/water.glsl"
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#include "/lib/shaderSettings/shockwave.glsl"
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#include "/lib/shaderSettings/emissionMult.glsl"
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#define WAVING_WATER_VERTEX
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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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flat in int mat;
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flat in int blockLightEmission;
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in vec2 texCoord;
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#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
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vec2 lmCoord;
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#else
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in vec2 lmCoord;
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#endif
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in vec2 signMidCoordPos;
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flat in vec2 absMidCoordPos;
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flat in vec3 upVec, sunVec, northVec, eastVec;
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in vec3 playerPos;
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in vec3 normal;
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in vec3 viewVector;
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in vec3 atMidBlock;
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in vec3 blockUV;
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in vec4 glColor;
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#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
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flat in vec3 binormal, tangent;
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#endif
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#ifdef POM
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in vec4 vTexCoordAM;
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#endif
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#ifdef IRIS_FEATURE_FADE_VARIABLE
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flat in float chunkFade;
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#endif
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//Pipeline Constants//
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//Common Variables//
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float NdotU = dot(normal, upVec);
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float NdotUmax0 = max(NdotU, 0.0);
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float SdotU = dot(sunVec, upVec);
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float sunFactor = SdotU < 0.0 ? clamp(SdotU + 0.375, 0.0, 0.75) / 0.75 : clamp(SdotU + 0.03125, 0.0, 0.0625) / 0.0625;
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float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
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float sunVisibility2 = sunVisibility * sunVisibility;
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float shadowTimeVar1 = abs(sunVisibility - 0.5) * 2.0;
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float shadowTimeVar2 = shadowTimeVar1 * shadowTimeVar1;
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float shadowTime = shadowTimeVar2 * shadowTimeVar2;
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#ifdef OVERWORLD
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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#else
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vec3 lightVec = sunVec;
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#endif
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#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
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mat3 tbnMatrix = mat3(
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tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z
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);
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#endif
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//Common Functions//
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float GetLinearDepth(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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}
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void DoTranslucentTweaks(vec4 color, inout float fresnelM, inout float reflectMult, float lViewPos) {
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float tweakDistance = 128.0;
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float tweakIntensity = 0.5;
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float factor = tweakIntensity * smoothstep(0.0, tweakDistance, lViewPos);
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fresnelM = mix(fresnelM, 1.0, factor);
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reflectMult = mix(reflectMult, reflectMult / color.a, factor);
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}
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//Includes//
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#include "/lib/util/dither.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/mainLighting.glsl"
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#include "/lib/atmospherics/fog/mainFog.glsl"
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#if defined OVERWORLD_BEAMS && defined OVERWORLD
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float vlFactor = 0.0;
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#endif
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#ifdef OVERWORLD
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#include "/lib/atmospherics/sky.glsl"
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#endif
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#if !defined ATMOSPHERIC_FOG && !defined BORDER_FOG
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#include "/lib/colors/skyColors.glsl"
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#endif
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#if WATER_REFLECT_QUALITY >= 0 && defined SKY_EFFECT_REFLECTION && defined OVERWORLD && AURORA_STYLE > 0
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#include "/lib/atmospherics/auroraBorealis.glsl"
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#endif
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#if WATER_REFLECT_QUALITY >= 0
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#if defined SKY_EFFECT_REFLECTION && defined OVERWORLD
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#include "/lib/atmospherics/stars.glsl"
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#if NIGHT_NEBULAE == 1
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#include "/lib/atmospherics/nightNebula.glsl"
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#endif
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#ifdef VL_CLOUDS_ACTIVE
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#include "/lib/atmospherics/clouds/mainClouds.glsl"
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#endif
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#endif
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#include "/lib/materials/materialMethods/reflections.glsl"
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#endif
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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#endif
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#if defined GENERATED_NORMALS || defined COATED_TEXTURES || WATER_STYLE >= 2
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#include "/lib/util/miplevel.glsl"
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#endif
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#ifdef GENERATED_NORMALS
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#include "/lib/materials/materialMethods/generatedNormals.glsl"
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#endif
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#if IPBR_EMISSIVE_MODE != 1
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#include "/lib/materials/materialMethods/customEmission.glsl"
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#endif
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#ifdef CUSTOM_PBR
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#include "/lib/materials/materialHandling/customMaterials.glsl"
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#endif
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#ifdef ATM_COLOR_MULTS
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#include "/lib/colors/colorMultipliers.glsl"
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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#include "/lib/colors/moonPhaseInfluence.glsl"
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#endif
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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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#ifdef PORTAL_EDGE_EFFECT
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#include "/lib/voxelization/lightVoxelization.glsl"
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#endif
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#ifdef CONNECTED_GLASS_EFFECT
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#include "/lib/materials/materialMethods/connectedGlass.glsl"
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#endif
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#ifdef SS_BLOCKLIGHT
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#include "/lib/lighting/coloredBlocklight.glsl"
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#endif
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#if SEASONS > 0 || defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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#include "/lib/materials/overlayNoise.glsl"
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#endif
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#if PIXEL_WATER > 0
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#include "/lib/materials/materialMethods/waterProcedureTexture.glsl"
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#endif
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#if SHOCKWAVE > 0
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#include "/lib/misc/shockwave.glsl"
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#endif
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#include "/lib/atmospherics/fog/endCenterFog.glsl"
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//Program//
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void main() {
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#if SHOCKWAVE > 0
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vec4 colorP = doShockwave(playerPos + relativeEyePosition, texCoord);
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#else
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vec4 colorP = texture2D(tex, texCoord);
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#endif
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#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
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float ao;
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vec4 overlayColor;
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clrwl_computeFragment(colorP, colorP, lmCoord, ao, overlayColor);
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vec4 color = mix(colorP, overlayColor, overlayColor.a);
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lmCoord = clamp((lmCoord - 1.0 / 32.0) * 32.0 / 30.0, 0.0, 1.0);
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#else
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vec4 color = colorP * vec4(glColor.rgb, 1.0);
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#endif
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#ifdef TAA
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vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
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#else
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vec3 viewPos = ScreenToView(screenPos);
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#endif
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float lViewPos = length(viewPos);
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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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#ifdef DISTANT_HORIZONS
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if (getDHFadeFactor(playerPos) < dither) {
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discard;
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}
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#endif
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#ifdef LIGHT_COLOR_MULTS
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lightColorMult = GetLightColorMult();
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#endif
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#ifdef ATM_COLOR_MULTS
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atmColorMult = GetAtmColorMult();
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sqrtAtmColorMult = sqrt(atmColorMult);
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#endif
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float overlayNoiseIntensity = 1.0;
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float snowNoiseIntensity = 1.0;
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float sandNoiseIntensity = 1.0;
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float mossNoiseIntensity = 1.0;
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float overlayNoiseTransparentOverwrite = 0.0;
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float overlayNoiseAlpha = 1.0;
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float overlayNoiseFresnelMult = 1.0;
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float IPBRMult = 1.0;
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bool isFoliage = false;
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vec3 dhColor = vec3(1.0);
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float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
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#ifdef VL_CLOUDS_ACTIVE
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float cloudLinearDepth = texelFetch(gaux2, texelCoord, 0).a;
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if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard;
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#endif
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float materialMask = 0.0;
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vec3 nViewPos = normalize(viewPos);
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float VdotU = dot(nViewPos, upVec);
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float VdotS = dot(nViewPos, sunVec);
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float VdotN = dot(nViewPos, normal);
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vec3 worldPos = playerPos + cameraPosition;
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// Materials
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vec4 translucentMult = vec4(1.0);
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bool noSmoothLighting = false, noDirectionalShading = false, translucentMultCalculated = false, noGeneratedNormals = false;
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int subsurfaceMode = 0;
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vec2 lmCoordM = lmCoord;
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float smoothnessG = 0.0, highlightMult = 1.0, reflectMult = 0.0, emission = 0.0;
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vec3 normalM = VdotN > 0.0 ? -normal : normal; // Inverted Iris Water Normal Workaround
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vec3 geoNormal = normalM;
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vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
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vec3 shadowMult = vec3(1.0);
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float fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0);
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float fresnelM = pow3(fresnel);
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float SSBLAlpha = 1.0;
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#ifdef IPBR
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#include "/lib/materials/materialHandling/translucentIPBR.glsl"
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#ifdef GENERATED_NORMALS
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if (!noGeneratedNormals) GenerateNormals(normalM, colorP.rgb * colorP.a * 1.5);
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#endif
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#if IPBR_EMISSIVE_MODE != 1
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emission = GetCustomEmissionForIPBR(color, emission);
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#endif
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#else
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#ifdef CUSTOM_PBR
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float smoothnessD = 0.0;
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float materialMaskPh = 0.0;
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GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMaskPh, viewPos, lViewPos);
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reflectMult = smoothnessD;
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#endif
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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 == 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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} else if (mat == 32016) { // Beacon
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overlayNoiseAlpha = 0.8;
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mossNoiseIntensity = 0.5;
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sandNoiseIntensity = 0.5;
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}
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#endif
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#if WATER_MAT_QUALITY >= 3 && SELECT_OUTLINE == 4
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int materialMaskInt = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
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if (materialMaskInt == 252) {
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materialMask = OSIEBCA * 252.0; // Versatile Selection Outline
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}
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#endif
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#if defined MOSS_NOISE_INTERNAL || defined SAND_NOISE_INTERNAL
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#include "/lib/materials/overlayNoiseApply.glsl"
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#endif
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#if SEASONS > 0
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#include "/lib/materials/seasons.glsl"
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#endif
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#ifdef REFLECTIVE_WORLD
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smoothnessG = 1.0;
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#endif
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#if MONOTONE_WORLD > 0
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#if MONOTONE_WORLD == 1
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color.rgb = vec3(1.0);
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#elif MONOTONE_WORLD == 2
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color.rgb = vec3(0.0);
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#else
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color.rgb = vec3(0.5);
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#endif
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#endif
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// Blending
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if (!translucentMultCalculated)
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translucentMult = vec4(mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a), 1.0);
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translucentMult.rgb = mix(translucentMult.rgb, vec3(1.0), min1(pow2(pow2(lViewPos / far))));
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#ifdef SS_BLOCKLIGHT
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float lmCoordXModified = lmCoord.x;
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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lmCoordXModified = lmCoord.x == 1.0 && blockLightEmission < 0.5 ? 0.0 : lmCoord.x;
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#endif
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoordXModified);
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#endif
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bool isLightSource = false;
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if (lmCoord.x > 0.99 || blockLightEmission > 0) { // Mod support for light level 15 (and all light levels with iris 1.7) light sources and blockID set by user
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if (mat == 0) {
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emission = DoAutomaticEmission(noSmoothLighting, noDirectionalShading, color.rgb, lmCoord.x, blockLightEmission, 0.0);
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}
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isLightSource = true;
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overlayNoiseIntensity = 0.0;
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}
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emission *= EMISSION_MULTIPLIER;
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// Lighting
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DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither,
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worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, false,
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false, subsurfaceMode, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
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enderDragonDead);
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#ifdef SS_BLOCKLIGHT
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vec3 normalizedColor = normalize(color.rgb);
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vec3 maskedLightAlbedo =
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(mat == 30012 || mat == 30016 || (mat >= 31000 && mat < 32000) || mat == 32004) // Slime, Honey, Glass, Ice
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? normalizedColor : vec3(0.0);
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vec3 lightAlbedo = mix(maskedLightAlbedo, normalizedColor * min1(emission), color.a);
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#endif
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// Reflections
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float skyLightFactor = GetSkyLightFactor(lmCoordM, shadowMult);
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#if WATER_REFLECT_QUALITY >= 0
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#ifdef LIGHT_COLOR_MULTS
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highlightColor *= lightColorMult;
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#endif
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#ifdef MOON_PHASE_INF_REFLECTION
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highlightColor *= pow2(moonPhaseInfluence);
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#endif
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fresnelM = (fresnelM * 0.85 + 0.15) * reflectMult;
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vec2 texelOffset = vec2(0.0);
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#ifdef PIXELATED_WATER_REFLECTIONS
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texelOffset = ComputeTexelOffset(tex, texCoord);
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#endif
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vec4 reflection = GetReflection(normalM, viewPos.xyz, nViewPos, playerPos, lViewPos, -1.0,
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depthtex1, dither, skyLightFactor, fresnel,
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smoothnessG, geoNormal, color.rgb, shadowMult, highlightMult, enderDragonDead, texelOffset);
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color.rgb = mix(color.rgb, reflection.rgb, fresnelM);
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#else
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fresnelM = 0.0;
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vec4 reflection = vec4(0.0);
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#endif
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////
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, mat);
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#endif
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float skyFade = 0.0;
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float prevAlpha = color.a;
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color.a = 1.0;
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DoFog(color, skyFade, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
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#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900
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float attentuation = doEndCenterFog(cameraPositionBest, normalize(playerPos), min(renderDistance, lViewPos), 0.5);
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vec3 pointLightFog = vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B) * 0.5 * END_CENTER_LIGHTING * 0.1 * attentuation * enderDragonDead;
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color.rgb = sqrt(pow2(color.rgb) + vec3(pointLightFog));
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#endif
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float fogAlpha = color.a;
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color.a = prevAlpha * (1.0 - skyFade);
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#ifdef IRIS_FEATURE_FADE_VARIABLE
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skyLightFactor *= 0.5;
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#endif
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#ifdef ENTITIES_ARE_LIGHT
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SSBLAlpha = 0.0;
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#endif
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/* DRAWBUFFERS:03 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(1.0 - translucentMult.rgb, translucentMult.a);
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#if DETAIL_QUALITY >= 3 || (WATER_REFLECT_QUALITY > 0 && WORLD_SPACE_REFLECTIONS > 0) || defined SS_BLOCKLIGHT
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/* DRAWBUFFERS:036 */
|
||||
gl_FragData[2] = vec4(1.0, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));
|
||||
|
||||
#if WORLD_SPACE_REFLECTIONS > 0
|
||||
#ifdef SS_BLOCKLIGHT
|
||||
/* DRAWBUFFERS:036489 */
|
||||
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
|
||||
gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
|
||||
gl_FragData[5] = vec4(lightAlbedo, SSBLAlpha);
|
||||
#else
|
||||
/* DRAWBUFFERS:03648 */
|
||||
gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
|
||||
gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
|
||||
#endif
|
||||
#else
|
||||
#ifdef SS_BLOCKLIGHT
|
||||
/* DRAWBUFFERS:0369 */
|
||||
gl_FragData[3] = vec4(lightAlbedo, SSBLAlpha);
|
||||
#endif
|
||||
#endif
|
||||
#elif WORLD_SPACE_REFLECTIONS > 0
|
||||
/* DRAWBUFFERS:0348 */
|
||||
gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
|
||||
gl_FragData[3] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
flat out int mat;
|
||||
flat out int blockLightEmission;
|
||||
|
||||
out vec2 texCoord;
|
||||
#ifdef GBUFFERS_COLORWHEEL_TRANSLUCENT
|
||||
vec2 lmCoord;
|
||||
#else
|
||||
out vec2 lmCoord;
|
||||
#endif
|
||||
|
||||
out vec2 signMidCoordPos;
|
||||
flat out vec2 absMidCoordPos;
|
||||
|
||||
flat out vec3 upVec, sunVec, northVec, eastVec;
|
||||
out vec3 playerPos;
|
||||
out vec3 normal;
|
||||
out vec3 viewVector;
|
||||
out vec3 atMidBlock;
|
||||
out vec3 blockUV;
|
||||
|
||||
out vec4 glColor;
|
||||
|
||||
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
|
||||
flat out vec3 binormal, tangent;
|
||||
#endif
|
||||
|
||||
#ifdef POM
|
||||
out vec4 vTexCoordAM;
|
||||
#endif
|
||||
|
||||
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
||||
flat out float chunkFade;
|
||||
#endif
|
||||
|
||||
//Attributes//
|
||||
attribute vec4 mc_Entity;
|
||||
attribute vec4 at_midBlock;
|
||||
attribute vec4 mc_midTexCoord;
|
||||
attribute vec4 at_tangent;
|
||||
|
||||
//Common Variables//
|
||||
#if WATER_STYLE >= 2 || RAIN_PUDDLES >= 1 && WATER_STYLE == 1 && WATER_MAT_QUALITY >= 2 || defined GENERATED_NORMALS || defined CUSTOM_PBR
|
||||
#else
|
||||
vec3 binormal;
|
||||
vec3 tangent;
|
||||
#endif
|
||||
|
||||
//Common Functions//
|
||||
|
||||
//Includes//
|
||||
#ifdef TAA
|
||||
#include "/lib/antialiasing/jitter.glsl"
|
||||
#endif
|
||||
|
||||
#if defined WAVE_EVERYTHING || defined WAVING_WATER_VERTEX
|
||||
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
|
||||
#endif
|
||||
|
||||
//Program//
|
||||
void main() {
|
||||
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
|
||||
#ifdef ATLAS_ROTATION
|
||||
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.1, vec3(100.0))));
|
||||
#endif
|
||||
lmCoord = GetLightMapCoordinates();
|
||||
|
||||
glColor = gl_Color;
|
||||
|
||||
mat = int(mc_Entity.x + 0.5);
|
||||
|
||||
blockLightEmission = 0;
|
||||
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
|
||||
blockLightEmission = clamp(int(at_midBlock.w + 0.5), 0, 15);
|
||||
#endif
|
||||
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
upVec = normalize(gbufferModelView[1].xyz);
|
||||
eastVec = normalize(gbufferModelView[0].xyz);
|
||||
northVec = normalize(gbufferModelView[2].xyz);
|
||||
sunVec = GetSunVector();
|
||||
atMidBlock = at_midBlock.xyz;
|
||||
blockUV = 0.5 - at_midBlock.xyz / 64.0;
|
||||
|
||||
binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
|
||||
tangent = normalize(gl_NormalMatrix * at_tangent.xyz);
|
||||
|
||||
mat3 tbnMatrix = mat3(
|
||||
tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z
|
||||
);
|
||||
|
||||
viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
vec2 midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
|
||||
vec2 texMinMidCoord = texCoord - midCoord;
|
||||
signMidCoordPos = sign(texMinMidCoord);
|
||||
absMidCoordPos = abs(texMinMidCoord);
|
||||
|
||||
#ifdef POM
|
||||
vTexCoordAM.zw = abs(texMinMidCoord) * 2;
|
||||
vTexCoordAM.xy = min(texCoord, midCoord - texMinMidCoord);
|
||||
#endif
|
||||
|
||||
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
|
||||
playerPos = position.xyz;
|
||||
|
||||
#ifdef WAVING_WATER_VERTEX
|
||||
DoWave(position.xyz, mat);
|
||||
#endif
|
||||
|
||||
#ifdef MIRROR_DIMENSION
|
||||
doMirrorDimension(position);
|
||||
#endif
|
||||
|
||||
#ifdef WORLD_CURVATURE
|
||||
position.y += doWorldCurvature(position.xz);
|
||||
#endif
|
||||
|
||||
#ifdef WAVE_EVERYTHING
|
||||
DoWaveEverything(position.xyz);
|
||||
#endif
|
||||
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
|
||||
|
||||
#ifdef TAA
|
||||
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
|
||||
#endif
|
||||
|
||||
#ifdef IRIS_FEATURE_FADE_VARIABLE
|
||||
chunkFade = mc_chunkFade;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user