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#include "/lib/settings.glsl"
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flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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// flat varying vec3 averageSkyCol_Clouds;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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uniform float sunElevation;
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// uniform float far;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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// varying vec2 texcoord;
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uniform vec2 texelSize;
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// flat varying vec2 TAA_Offset;
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uniform int isEyeInWater;
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uniform float rainStrength;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float eyeAltitude;
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#define DHVLFOG
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/DistantHorizons_projections.glsl"
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float DH_ld(float dist) {
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return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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}
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float DH_inv_ld (float lindepth){
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return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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}
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float linearizeDepthFast(const in float depth, const in float near, const in float far) {
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return (near * far) / (depth * (near - far) + far);
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}
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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flat varying vec3 refractedSunVec;
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#endif
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float interleaved_gradientNoise(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
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}
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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 * frameCounter );
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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int spCount = rayMarchSampleCount;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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vec3 progressW = start.xyz+cameraPosition+dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 Indirectlight = ambientMul*ambient;
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vec3 light = Indirectlight * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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#ifdef OVERWORLD_SHADER
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float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
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if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
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vec2 movement = vec2(-0.035*frameTimeCounter);
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float caustic = 0.0;
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float weightSum = 0.0;
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float radiance = 2.39996;
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
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const vec2 wave_size[4] = vec2[](
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vec2(64.),
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vec2(32.,16.),
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vec2(16.,32.),
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vec2(48.)
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);
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for (int i = 0; i < 4; i++){
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pos = rotationMatrix * pos;
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vec2 speed = movement;
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float waveStrength = 1.0;
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if( i == 0) {
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speed *= 0.15;
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waveStrength = 2.0;
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}
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float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
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caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
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weightSum -= exp2(caustic*0.1);
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}
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return caustic / weightSum;
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}
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,32.0)/(1e-8+rayLength);
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dV *= maxZ;
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vec3 dVWorld = mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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// vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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// float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
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float phase = fogPhase(VdotL) ;
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor); // exponential step position (0-1)
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
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vec3 spPos = start.xyz + dV*d;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(spPos.xy);
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#else
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float distortFactor = 1.0;
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#endif
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vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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vec3 sunMul = exp(-max((estSunDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs);
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vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) * 2.0 ;
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float np3_Y = normalize(mat3(gbufferModelViewInverse) * rayEnd).y;
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float ambfogfade = clamp(exp(np3_Y*1.5 - 1.5),0.0,1.0) ;
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float sunCaustics = clamp(pow(waterCaustics(progressW, WsunVec)+1,5) * 2.0, phase*0.8+0.2, 1.0);
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// make it such that the volume is brighter farther away from the camera.
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float bubbleOfClearness = max(pow(length(d*dVWorld)/16,5)*100.0,0.0) + 1;
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float bubbleOfClearness2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
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vec3 Directlight = (lightSource * sunCaustics * phase * (sunMul+0.5)) * sh * pow(abs(WsunVec.y),2) * bubbleOfClearness;
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vec3 Indirectlight = max(ambient * ambientMul, vec3(0.6,0.6,1.0) * exp(-waterCoefs) * bubbleOfClearness2) * ambfogfade ;
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vec3 light = (Directlight + Indirectlight) * scatterCoef ;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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#endif
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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vec4 waterVolumetrics_test( vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = rayMarchSampleCount;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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rayLength *= maxZ;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
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vec3 newabsorbance = exp(-rayLength * waterCoefs); // No need to take the integrated value
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float phase = fogPhase(VdotL) * 5.0;
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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vec3 progressW = start.xyz+cameraPosition+dVWorld;
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//project into biased shadowmap space
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(spPos.xy);
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#else
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float distortFactor = 1.0;
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#endif
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vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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// #ifdef VL_CLOUDS_SHADOWS
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// sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
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// #endif
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vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
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vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
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vec3 Directlight = (lightSource * phase * sunMul) * sh;
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vec3 Indirectlight = ambient * ambientMul;
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vec3 light = (Indirectlight + Directlight) * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
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absorbance *= exp(-waterCoefs * dd * rayLength);
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}
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// inColor += vL;
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return vec4( vL, dot(newabsorbance,vec3(0.335)));
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}
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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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void main() {
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/* RENDERTARGETS:13 */
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float noise_1 = R2_dither();
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float noise_2 = blueNoise();
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex1,tc).x;
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#ifdef DISTANT_HORIZONS
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float DH_z = texture2D(dhDepthTex1,tc).x;
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#else
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float DH_z = 0.0;
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#endif
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float z0 = texture2D(depthtex0,tc).x;
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float DH_z0 = texture2D(dhDepthTex,tc).x;
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vec3 viewPos = toScreenSpace_DH(tc/RENDER_SCALE, z, DH_z);
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vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
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// if (isEyeInWater == 1){
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
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#ifdef OVERWORLD_SHADER
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float estEyeDepth = 1.0-clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
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estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
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float Vdiff = distance(viewPos, viewPos0);
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float VdotU = 0.5;
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float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
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float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
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vec3 lightColVol = lightCol.rgb / 80.;
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vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
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vec3 ambientColVol = (averageSkyCol/30.0);
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vec4 vl = waterVolumetrics_test(vec3(0), viewPos, estimatedDepth, estimatedSunDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(normalize(viewPos), normalize(sunVec* lightCol.a )) );
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// waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ) );
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gl_FragData[0] = clamp(vl, 0.000001,65000.);
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#else
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vec3 fragpos0 = toScreenSpace(vec3(tc,z));
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vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
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gl_FragData[0].a = 1;
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1.0, 1.0, 1.0, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
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#endif
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// }
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}
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