2023-01-12 15:00:14 -05:00
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#version 120
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2023-07-06 17:56:54 -04:00
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//#extension GL_ARB_shader_texture_lod : disable
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//#extension GL_EXT_gpu_shader4 : disable
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2023-07-07 13:56:38 +01:00
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#include "/lib/settings.glsl"
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2023-01-12 15:00:14 -05:00
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varying vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D noisetex;
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uniform int frameCounter;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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2023-01-12 15:28:19 -05:00
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2023-07-12 19:29:20 -04:00
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
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2023-01-12 15:00:14 -05:00
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}
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void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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2023-04-16 16:18:26 -04:00
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2023-01-12 15:00:14 -05:00
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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2023-01-12 15:00:14 -05:00
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#endif
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2023-07-02 17:27:20 -04:00
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#ifdef RENDER_ENTITY_SHADOWS
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#endif
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2023-01-12 15:00:14 -05:00
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#ifdef Stochastic_Transparent_Shadows
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gl_FragData[0].a = float(gl_FragData[0].a >= blueNoise());
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2023-01-12 15:00:14 -05:00
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#endif
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}
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