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https://github.com/X0nk/Bliss-Shader.git
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possible mac fix?
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@ -218,10 +218,10 @@ void main() {
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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FlatNormals = normalMat.xyz;
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blockID = mc_Entity.x;
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@ -317,7 +317,8 @@ void main() {
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// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
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#ifdef DENOISE_SSS_AND_SSAO
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gl_FragData[1] = vec4(0.0,0.0,0.0,texture2D(colortex14,texcoord).a);
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#if defined DENOISE_SSS_AND_SSAO && indirect_effect == 1
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float depth = z;
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#ifdef DISTANT_HORIZONS
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@ -344,11 +345,8 @@ void main() {
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if(z >= 1.0){
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FlatNormals = worldToView(normal);
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}
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gl_FragData[1] = vec4(0.0,0.0,0.0,texture2D(colortex14,texcoord).a);
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gl_FragData[1].xy = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
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#endif
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#ifdef OVERWORLD_SHADER
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@ -43,21 +43,21 @@ uniform int hideGUI;
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uniform sampler2D noisetex; //noise
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex2;
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// uniform sampler2D depthtex2;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D colortex0; //clouds
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uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex2; //translucents(rgba)
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uniform sampler2D colortex3; //filtered shadowmap(VPS)
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// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
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uniform sampler2D colortex5; //TAA buffer/previous frame
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// uniform sampler2D colortex5; //TAA buffer/previous frame
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uniform sampler2D colortex6; //Noise
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uniform sampler2D colortex7; //water?
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uniform sampler2D colortex8; //Specular
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uniform sampler2D colortex9; //Specular
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// uniform sampler2D colortex9; //Specular
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uniform sampler2D colortex10;
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uniform sampler2D colortex11;
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uniform sampler2D colortex12;
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@ -88,7 +88,6 @@ uniform float dhFarPlane;
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uniform float dhNearPlane;
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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uniform vec2 texelSize;
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uniform float viewWidth;
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@ -1,7 +1,9 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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flat varying float Flashing;
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#ifdef END_SHADER
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flat varying float Flashing;
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#endif
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flat varying vec3 WsunVec;
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flat varying vec3 averageSkyCol_Clouds;
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@ -9,13 +11,10 @@ flat varying vec4 lightCol;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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uniform sampler2D colortex4;
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// uniform float far;
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uniform float near;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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@ -41,10 +40,11 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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void main() {
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gl_Position = ftransform();
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Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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#ifdef END_SHADER
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Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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#endif
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zMults = vec3(1.0/(far * near),far+near,far-near);
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zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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@ -52,7 +52,6 @@ void main() {
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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// WsunVec = normalize(LightDir);
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#ifdef TAA
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@ -1,7 +1,6 @@
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#include "/lib/settings.glsl"
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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flat varying vec2 TAA_Offset;
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flat varying vec3 skyGroundColor;
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@ -2,7 +2,6 @@
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varying vec2 texcoord;
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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flat varying vec3 WsunVec;
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uniform float far;
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@ -52,7 +51,6 @@ void main() {
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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zMults = vec3(1.0/(far * near),far+near,far-near);
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zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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