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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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flat 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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flat 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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#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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//Common Functions//
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//Includes//
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/mainLighting.glsl"
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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 COLOR_CODED_PROGRAMS
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#include "/lib/misc/colorCodedPrograms.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 color = glColor;
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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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vec3 playerPos = ViewToPlayer(viewPos);
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float materialMask = 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 purkinjeOverwrite = 0.0, emission = 0.0, enderDragonDead = 1.0;
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#ifndef GBUFFERS_LINE
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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, lmCoord, false, false, false,
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false, 0, 0.0, 0.0, 0.0, purkinjeOverwrite, false,
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enderDragonDead);
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#endif
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if (abs(color.a - 0.4) + dot(color.rgb, color.rgb) < 0.01) {
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#if SELECT_OUTLINE == 0
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discard;
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#elif SELECT_OUTLINE == 2 // Rainbow
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float posFactor = playerPos.x + playerPos.y + playerPos.z + cameraPosition.x + cameraPosition.y + cameraPosition.z;
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color.rgb = clamp(abs(mod(fract(frameTimeCounter*0.25 + posFactor*0.2) * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0,
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0.0, 1.0) * vec3(3.0, 2.0, 3.0) * SELECT_OUTLINE_I;
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#elif SELECT_OUTLINE == 3 // Select Color
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color.rgb = vec3(SELECT_OUTLINE_R, SELECT_OUTLINE_G, SELECT_OUTLINE_B) * SELECT_OUTLINE_I;
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#elif SELECT_OUTLINE == 4 // Versatile
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color.a = 0.1;
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#endif
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materialMask = OSIEBCA * 252.0; // Selection Outline
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#ifdef SELECT_OUTLINE_AUTO_HIDE
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if (heldItemId == 40008 && (
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heldItemId2 == 40008 ||
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heldItemId2 == 45060 ||
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heldItemId2 == 45108 ||
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heldItemId2 >= 44000 &&
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heldItemId2 < 45000)) {
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// Both hands hold nothing or only a light/totem/shield in off-hand
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discard;
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}
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#endif
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}
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#ifdef COLOR_CODED_PROGRAMS
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ColorCodeProgram(color, -1);
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#endif
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#if COLORED_LIGHTING_INTERNAL > 0 && defined NETHER
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if (gl_FragCoord.x < 0.0)
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color = shadow2D(shadowtex0, vec3(0.5)); // To Activate Shadowmap in Nether
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#endif
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#if DRAGON_DEATH_EFFECT_INTERNAL == 1 && !defined GBUFFERS_LINE
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if (color.a == 1.0 && GetLuminance(color.rgb) > 0.9999 && color.g > 0.9999 && color.b > 0.9999) {
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discard;
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}
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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(0.0, materialMask, 0.0, lmCoord.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(0.0, 0.0, 0.0, 0.0);
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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 vec2 lmCoord;
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flat out vec3 upVec, sunVec, northVec, eastVec;
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out vec3 normal;
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flat out vec4 glColor;
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//Attributes//
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#ifdef WAVE_EVERYTHING
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attribute vec4 mc_midTexCoord;
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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 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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#ifndef GBUFFERS_LINE
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gl_Position = ftransform();
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#else
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float lineWidth = 2.0;
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vec2 screenSize = vec2(viewWidth, viewHeight);
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const mat4 VIEW_SCALE = mat4(mat3(1.0 - (1.0 / 256.0)));
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vec4 linePosStart = projectionMatrix * VIEW_SCALE * modelViewMatrix * vec4(vaPosition, 1.0);
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vec4 linePosEnd = projectionMatrix * VIEW_SCALE * modelViewMatrix * (vec4(vaPosition + vaNormal, 1.0));
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vec3 ndc1 = linePosStart.xyz / linePosStart.w;
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vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
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vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * screenSize);
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vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * lineWidth / screenSize;
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if (lineOffset.x < 0.0)
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lineOffset *= -1.0;
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if (gl_VertexID % 2 == 0)
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gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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else
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gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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#endif
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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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#if !defined GBUFFERS_LINE && (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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lmCoord = GetLightMapCoordinates();
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glColor = gl_Color;
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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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}
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#endif
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