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synced 2024-12-22 17:47:34 +08:00
fix translucent reflections not working in the end/nether on iris
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@ -1,67 +1,53 @@
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// #version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D normals;
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varying vec4 tangent;
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const bool colortex4MipmapEnabled = true;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex5;
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uniform sampler2D texture;
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uniform sampler2D specular;
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 viewVector;
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2DShadow shadow;
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// uniform sampler2D gaux2;
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// uniform sampler2D gaux1;
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uniform sampler2D colortex5;
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uniform sampler2D depthtex1;
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const bool colortex4MipmapEnabled = true;
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uniform vec3 sunVec;
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uniform float frameTimeCounter;
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uniform float lightSign;
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uniform float near;
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uniform float far;
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uniform float sunElevation;
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uniform int isEyeInWater;
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uniform float rainStrength;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform vec2 texelSize;
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uniform int framemod8;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform float moonIntensity;
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uniform float sunIntensity;
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uniform vec3 sunColor;
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uniform vec3 nsunColor;
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uniform vec3 upVec;
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uniform float sunElevation;
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uniform float fogAmount;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform int framemod8;
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uniform sampler2D specular;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightness;
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uniform ivec2 eyeBrightnessSmooth;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 averageSkyCol_Clouds;
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// flat varying vec3 averageSkyCol;
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#include "/lib/Shadow_Params.glsl"
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@ -72,7 +58,7 @@ flat varying vec3 averageSkyCol_Clouds;
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#include "/lib/clouds.glsl"
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#include "/lib/stars.glsl"
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#include "/lib/volumetricClouds.glsl"
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#define OVERWORLD_SHADER
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#define OVERWORLD
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#include "/lib/diffuse_lighting.glsl"
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@ -298,6 +284,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec4 COLORTEST = vec4(Albedo,UnchangedAlpha);
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 normal = normalMat.xyz;
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@ -336,6 +323,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
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vec3 WS_normal = viewToWorld(normal);
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vec2 lightmaps2 = lmtexcoord.zw;
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@ -2,7 +2,7 @@
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -15,7 +15,8 @@ varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 tangent;
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varying vec4 tangent;
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uniform mat4 gbufferModelViewInverse;
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varying vec3 viewVector;
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@ -32,34 +33,33 @@ uniform float sunElevation;
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varying vec4 tangent_other;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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uniform int frameCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform int hideGUI;
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uniform float screenBrightness;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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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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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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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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@ -71,57 +71,49 @@ void main() {
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vec4 Swtich_gl_vertex = gl_Vertex;
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
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lmtexcoord.zw = lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
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gl_Position = toClipSpace3(position);
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color = gl_Color;
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color = vec4(gl_Color.rgb,1.0);
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float mat = 0.0;
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if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
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mat = 1.0;
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if(mc_Entity.x == 8.0) {
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mat = 1.0;
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gl_Position.z -= 1e-4;
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}
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gl_Position.z -= 1e-4;
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}
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
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// if (mc_Entity.x == 8) mat = 0.1;
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#ifdef ENTITIES
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mat = 0.2;
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#endif
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normalMat = vec4(normalize( gl_NormalMatrix*gl_Normal),mat);
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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normalMat.a = mat;
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vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
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binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
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tangent_other = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),normalMat.a);
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tangent = normalize( gl_NormalMatrix *at_tangent.rgb);
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binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x,
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tangent.y, binormal.y, normalMat.y,
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tangent.z, binormal.z, normalMat.z);
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mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
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tangent2.y, binormal.y, normalMat.y,
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tangent2.z, binormal.z, normalMat.z);
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
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// #ifdef TAA_UPSCALING
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// gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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// #endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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}
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