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#include "/lib/settings.glsl"
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// uniform int dhRenderDistance;
#if defined Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
flat varying vec3 averageSkyCol;
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flat varying vec3 sunColor;
// flat varying vec3 moonColor;
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flat varying float tempOffsets;
flat varying vec3 WsunVec;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float sunElevation;
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uniform sampler2D colortex4;
uniform int frameCounter;
uniform float frameTimeCounter;
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#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
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#include "/lib/Shadow_Params.glsl"
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void main() {
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gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
#if defined Daily_Weather
dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
#endif
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
// moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
// sunColor = texelFetch2D(colortex4,ivec2(8,37),0).rgb;
// moonColor = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);// * (float(sunElevation > 1e-5)*2.0-1.0);
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// WsunVec = normalize(LightDir);
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tempOffsets = HaltonSeq2(frameCounter%10000);
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
}