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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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#include "/lib/shaderSettings/water.glsl"
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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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in vec2 lmCoord;
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flat in vec3 upVec, sunVec, northVec, eastVec;
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in vec3 normal;
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in vec3 playerPos;
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in vec3 viewVector;
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in vec4 glColor;
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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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vec2 lmCoordM = lmCoord;
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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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eastVec.x, northVec.x, normal.x,
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eastVec.y, northVec.y, normal.y,
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eastVec.z, northVec.z, normal.z
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);
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#endif
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//Common Functions//
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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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float vlFactor = 0.0;
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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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 AURORA_STYLE > 0 && defined OVERWORLD
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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 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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#if PIXEL_WATER > 0
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#include "/lib/materials/materialMethods/waterProcedureTexture.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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//Program//
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void main() {
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vec4 colorP = vec4(vec3(0.85), glColor.a);
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vec4 color = glColor;
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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if (texture2D(depthtex1, screenPos.xy).r < 1.0) discard;
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float lViewPos = length(playerPos);
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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 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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#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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#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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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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bool noSmoothLighting = false, noDirectionalShading = false, noVanillaAO = false, centerShadowBias = false;
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#ifdef GENERATED_NORMALS
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bool noGeneratedNormals = false;
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#endif
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int subsurfaceMode = 0;
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float smoothnessG = 0.0, highlightMult = 0.0, emission = 0.0, materialMask = 0.0, reflectMult = 0.0;
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vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0);
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vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
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float fresnel = clamp(1.0 + dot(normalM, nViewPos), 0.0, 1.0);
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float purkinjeOverwrite = 0.0, enderDragonDead = 1.0;
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float SSBLAlpha = 1.0;
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if (mat == DH_BLOCK_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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color.rgb *= 1.2; // compensates for lack of texture and material reflections
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}
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float fresnelM = (pow3(fresnel) * 0.85 + 0.15) * reflectMult;
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float lengthCylinder = max(length(playerPos.xz), abs(playerPos.y) * 2.0);
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color.a *= smoothstep(far * 0.5, far * 0.7, lengthCylinder);
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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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bool isLightSource = lmCoord.x > 0.99;
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#ifdef SS_BLOCKLIGHT
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
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#endif
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DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
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worldGeoNormal, lmCoordM, noSmoothLighting, noDirectionalShading, noVanillaAO,
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centerShadowBias, 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 lightAlbedo = normalizedColor * step(0.6, lmCoord.x);
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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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vec4 reflection = GetReflection(normalM, viewPos.xyz, nViewPos, playerPos, lViewPos, -1.0,
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dhDepthTex1, dither, skyLightFactor, fresnel,
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smoothnessG, geoNormal, color.rgb, shadowMult, highlightMult, 0.0, vec2(0.0));
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color.rgb = mix(color.rgb, reflection.rgb, fresnelM);
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#endif
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////
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float sky = 0.0;
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float prevAlpha = color.a;
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DoFog(color, sky, lViewPos, playerPos, VdotU, VdotS, dither, false, 0.0);
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float fogAlpha = color.a;
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color.a = prevAlpha * (1.0 - sky);
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/* DRAWBUFFERS:06 */
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gl_FragData[0] = color;
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gl_FragData[1] = vec4(smoothnessG, 0.0, skyLightFactor, lmCoordM.x + clamp01(purkinjeOverwrite) + clamp01(emission));
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#ifdef SS_BLOCKLIGHT
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/* DRAWBUFFERS:069 */
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gl_FragData[2] = vec4(lightAlbedo, SSBLAlpha);
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#if WORLD_SPACE_REFLECTIONS > 0
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/* DRAWBUFFERS:06948 */
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gl_FragData[3] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
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gl_FragData[4] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
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#endif
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#else
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#if WORLD_SPACE_REFLECTIONS > 0
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/* DRAWBUFFERS:0648 */
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gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, sqrt(fresnelM * color.a * fogAlpha));
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gl_FragData[3] = vec4(reflection.rgb * fresnelM * color.a * fogAlpha, reflection.a);
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#endif
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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 VERTEX_SHADER
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flat out int mat;
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out vec2 lmCoord;
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flat out vec3 upVec, sunVec, northVec, eastVec;
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out vec3 normal;
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out vec3 playerPos;
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out vec3 viewVector;
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out vec4 glColor;
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//Attributes//
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attribute vec4 at_tangent;
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//Common Variables//
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//Common Functions//
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//Includes//
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#ifdef TAA
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#include "/lib/antialiasing/jitter.glsl"
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#endif
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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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#ifdef TAA
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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mat = dhMaterialId;
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lmCoord = GetLightMapCoordinates();
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normal = normalize(gl_NormalMatrix * gl_Normal);
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upVec = normalize(gbufferModelView[1].xyz);
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eastVec = normalize(gbufferModelView[0].xyz);
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northVec = normalize(gbufferModelView[2].xyz);
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sunVec = GetSunVector();
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playerPos = (gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex).xyz;
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mat3 tbnMatrix = mat3(
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eastVec.x, northVec.x, normal.x,
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eastVec.y, northVec.y, normal.y,
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eastVec.z, northVec.z, normal.z
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);
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viewVector = tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;
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glColor = gl_Color;
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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
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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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#endif
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}
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#endif
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