first commit
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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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#include "/lib/shaderSettings/raindropColor.glsl"
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//#define GLOWING_COLORED_PARTICLES
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#define SMOKE_PARTICLE_OPACITY 0.5 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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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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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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#include "/lib/util/dither.glsl"
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#if MC_VERSION >= 11500
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#include "/lib/atmospherics/fog/mainFog.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 COLOR_CODED_PROGRAMS
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#include "/lib/misc/colorCodedPrograms.glsl"
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#endif
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#if defined BIOME_COLORED_NETHER_PORTALS && !defined BORDER_FOG
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#include "/lib/colors/skyColors.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 = texture2D(tex, texCoord);
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vec4 colorP = color;
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color *= glColor;
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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vec3 viewPos = ScreenToView(screenPos);
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float lViewPos = length(viewPos);
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vec3 playerPos = ViewToPlayer(viewPos);
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float dither = texture2DLod(noisetex, gl_FragCoord.xy / 128.0, 0.0).b;
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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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#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 (cloudLinearDepth > 0.0) // Because Iris changes the pipeline position of opaque particles
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if (pow2(cloudLinearDepth + OSIEBCA * dither) * renderDistance < min(lViewPos, renderDistance)) discard;
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#endif
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float emission = 0.0, enderDragonDead = 1.0, materialMask = OSIEBCA * 254.0; // No SSAO, No TAA, Reduce Reflection
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vec2 lmCoordM = lmCoord;
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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;
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#if defined IPBR && defined IPBR_PARTICLE_FEATURES
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// We don't want to detect particles from the block atlas
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#if MC_VERSION >= 12000
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float atlasCheck = 1100.0; // I think texture atlas got bigger in newer mc
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#else
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float atlasCheck = 900.0;
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#endif
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vec2 tSize = textureSize(tex, 0);
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if (tSize.x < atlasCheck) {
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if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle
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materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection
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color.rgb = sqrt3(color.rgb);
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color.rgb *= 0.7;
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if (dither > 0.4) discard;
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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#ifdef OVERWORLD
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} else if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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if (color.a < 0.1 || isEyeInWater == 3) discard;
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color.a *= rainTexOpacity;
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color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor));
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} else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only)
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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if (color.a < 0.1 || isEyeInWater == 3) discard;
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color.a *= snowTexOpacity;
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color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2);
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#endif
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} else if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle
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#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
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#endif
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#ifdef PURPLE_END_FIRE_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0);
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#endif
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emission = 2.0;
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} else if (color.r == color.g && color.r - 0.5 * color.b < 0.06) { // Underwater Particle
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if (isEyeInWater == 1) {
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color.rgb = sqrt2(color.rgb) * 0.35;
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if (fract(playerPos.y + cameraPosition.y) > 0.25) discard;
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}
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} else if (color.a < 0.99 && dot(color.rgb, color.rgb) < 1.0) { // Campfire Smoke
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color.a *= SMOKE_PARTICLE_OPACITY;
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materialMask = OSIEBCA * 251.0; // No SSAO, Reduce Reflection
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} else if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) { // Grayscale Particles
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float dotColor = dot(color.rgb, color.rgb);
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if (dotColor > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) {
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// Ender Particle, Crying Obsidian Particle, Redstone Particle
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emission = clamp(color.r * 8.0, 1.6, 5.0);
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color.rgb = pow1_5(color.rgb);
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lmCoordM = vec2(0.0);
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#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
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if (color.b > color.r * color.r && color.g < 0.16 && color.r > 0.2) color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0); // Nether Portal
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#endif
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} else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) {
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// Lava Particles
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emission = 2.0;
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color.b *= 0.5;
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color.r *= 1.2;
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color.rgb += vec3(min(pow2(pow2(emission * 0.35)), 0.4)) * LAVA_TEMPERATURE * 0.5;
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emission *= LAVA_EMISSION;
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#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley);
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#endif
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#ifdef PURPLE_END_FIRE_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0);
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#endif
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}
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}
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}
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bool noSmoothLighting = false;
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#else
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#if defined OVERWORLD && defined NO_RAIN_ABOVE_CLOUDS || defined NETHER && (defined BIOME_COLORED_NETHER_PORTALS || defined SOUL_SAND_VALLEY_OVERHAUL_INTERNAL)
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if (atlasSize.x < 900.0) {
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if (color.b > 1.15 * (color.r + color.g) && color.g > color.r * 1.25 && color.g < 0.425 && color.b > 0.75) { // Water Particle
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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}
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#ifdef OVERWORLD
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if (color.b > 0.7 && color.r < 0.28 && color.g < 0.425 && color.g > color.r * 1.4) { // physics mod rain
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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if (color.a < 0.1 || isEyeInWater == 3) discard;
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color.a *= rainTexOpacity;
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color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + ambientColor * lmCoord.y * (0.7 + 0.35 * sunFactor));
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color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B);
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} else if (color.rgb == vec3(1.0) && color.a < 0.765 && color.a > 0.605) { // physics mod snow (default snow opacity only)
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#ifdef NO_RAIN_ABOVE_CLOUDS
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if (cameraPosition.y > maximumCloudsHeight) discard;
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#endif
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if (color.a < 0.1 || isEyeInWater == 3) discard;
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color.a *= snowTexOpacity;
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color.rgb = sqrt2(color.rgb) * (blocklightCol * 2.0 * lmCoord.x + lmCoord.y * (0.7 + 0.35 * sunFactor) + ambientColor * 0.2);
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color.rgb *= vec3(WEATHER_TEX_R, WEATHER_TEX_G, WEATHER_TEX_B);
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}
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#endif
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if (color.r == 1.0 && color.b < 0.778 && color.g < 0.97) { // Fire Particle
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#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley);
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#endif
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#ifdef PURPLE_END_FIRE_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.0, colorEndBreath, 1.0);
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#endif
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emission = 2.0;
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}
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if (max(abs(colorP.r - colorP.b), abs(colorP.b - colorP.g)) < 0.001) {
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if (dot(color.rgb, color.rgb) > 0.25 && color.g < 0.5 && (color.b > color.r * 1.1 && color.r > 0.3 || color.r > (color.g + color.b) * 3.0)) {
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#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
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vec3 color2 = pow1_5(color.rgb);
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if (color2.b > color2.r * color2.r && color2.g < 0.16 && color2.r > 0.2) {
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emission = clamp(color2.r * 8.0, 1.6, 5.0);
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color.rgb = color.rgb = changeColorFunction(color.rgb, 10.0, netherColor, 1.0);
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lmCoordM = vec2(0.0);
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}
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#endif
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} else if (color.r > 0.83 && color.g > 0.23 && color.b < 0.4) {
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#ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.5, colorSoul, inSoulValley);
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#endif
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#ifdef PURPLE_END_FIRE_INTERNAL
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color.rgb = changeColorFunction(color.rgb, 3.5, colorEndBreath, 1.0);
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#endif
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}
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}
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}
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#endif
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bool noSmoothLighting = true;
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#endif
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#ifdef REDUCE_CLOSE_PARTICLES
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if (lViewPos - 1.0 < dither) discard;
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#endif
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#ifdef GLOWING_COLORED_PARTICLES
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if (atlasSize.x < 900.0) {
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if (dot(glColor.rgb, vec3(1.0)) < 2.99) {
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emission = 5.0;
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}
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}
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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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#ifdef SS_BLOCKLIGHT
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
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#endif
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bool isLightSource = lmCoord.x > 0.99;
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DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, dither,
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worldGeoNormal, lmCoordM, noSmoothLighting, false, true,
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false, 0, 0.0, 1.0, emission, purkinjeOverwrite, isLightSource,
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enderDragonDead);
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#if MC_VERSION >= 11500
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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 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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color.a = prevAlpha;
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#endif
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vec3 translucentMult = mix(vec3(0.666), color.rgb * (1.0 - pow2(pow2(color.a))), color.a);
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float SSBLMask = 0.0;
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#ifdef ENTITIES_ARE_LIGHT
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SSBLMask = 1.0;
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#endif
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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:063 */
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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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gl_FragData[2] = vec4(1.0 - translucentMult, 1.0);
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#ifdef SS_BLOCKLIGHT
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/* RENDERTARGETS: 0,6,3,9,10 */
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gl_FragData[3] = vec4(0.0, 0.0, 0.0, SSBLMask);
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gl_FragData[4] = vec4(0.0, 0.0, 0.0, SSBLMask);
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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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out vec2 texCoord;
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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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flat out vec4 glColor;
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//Attributes//
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#if defined WAVE_EVERYTHING || defined ATLAS_ROTATION
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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 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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vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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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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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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#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
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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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#ifdef FLICKERING_FIX
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gl_Position.z -= 0.000002;
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#endif
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}
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#endif
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