mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
570 lines
16 KiB
GLSL
570 lines
16 KiB
GLSL
//#extension GL_EXT_gpu_shader4 : disable
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//#extension GL_ARB_shader_texture_lod : disable
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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#ifdef HAND
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#undef POM
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#endif
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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#undef POM
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#endif
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#endif
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#ifdef POM
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#define MC_NORMAL_MAP
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#endif
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varying float VanillaAO;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
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const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
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const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
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uniform vec2 texelSize;
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uniform int framemod8;
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// #ifdef POM
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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// #endif
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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 float far;
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uniform float wetness;
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varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec3 FlatNormals;
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#endif
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uniform sampler2D specular;
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uniform sampler2D texture;
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform float rainStrength;
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uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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in vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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flat varying float blockID;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying int PORTAL;
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flat varying int SIGN;
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flat varying float HELD_ITEM_BRIGHTNESS;
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uniform float noPuddleAreas;
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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)+frameTimeCounter*51.9521);
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// }
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float interleaved_gradientNoise_temp(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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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 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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}
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mat3 inverse(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
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b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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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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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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#ifdef POM
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vec4 readNormal(in vec2 coord)
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{
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return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readTexture(in vec2 coord)
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{
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return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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#endif
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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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vec3 srgbToLinear2(vec3 srgb){
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return mix(
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srgb / 12.92,
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pow(.947867 * srgb + .0521327, vec3(2.4) ),
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step( .04045, srgb )
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);
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}
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vec3 blackbody2(float Temp)
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{
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float t = pow(Temp, -1.5);
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float lt = log(Temp);
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vec3 col = vec3(0.0);
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col.x = 220000.0 * t + 0.58039215686;
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col.y = 0.39231372549 * lt - 2.44549019608;
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col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
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col.z = 0.76078431372 * lt - 5.68078431373;
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col = clamp(col,0.0,1.0);
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col = Temp < 1000. ? col * Temp * 0.001 : col;
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return srgbToLinear2(col);
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}
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uniform float near;
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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vec4 readNoise(in vec2 coord){
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// return texture2D(noisetex,coord*vtexcoordam.pq+vtexcoord.st);
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return texture2DGradARB(noisetex,coord*vtexcoordam.pq + vtexcoordam.st,dcdx,dcdy);
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}
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float EndPortalEffect(
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inout vec4 ALBEDO,
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vec3 FragPos,
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vec3 WorldPos,
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mat3 tbnMatrix
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){
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int maxdist = 25;
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int quality = 35;
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vec3 viewVec = normalize(tbnMatrix*FragPos);
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if ( viewVec.z < 0.0 && length(FragPos) < maxdist) {
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float endportalGLow = 0.0;
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float Depth = 0.3;
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vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise()-0.5)*0.1);
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vec3 coord = vec3(WorldPos.xz , 1.0);
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coord += interval;
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for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) {
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coord = coord+interval ;
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endportalGLow += (0.3/quality);
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}
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ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
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return clamp(pow(endportalGLow*3.5,3),0,1);
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}
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}
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float bias(){
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return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5;
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}
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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy,
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bool ifPOM
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){
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if(ifPOM){
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}else{
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return texture2D(sampler, lightmapCoord, bias());
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}
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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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/* RENDERTARGETS: 1,7,8,15 */
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void main() {
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bool ifPOM = false;
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#ifdef POM
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ifPOM = true;
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#endif
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if(SIGN > 0) ifPOM = false;
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vec3 normal = normalMat.xyz;
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#ifdef MC_NORMAL_MAP
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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#endif
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vec2 tempOffset=offsets[framemod8];
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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float torchlightmap = lmtexcoord.z;
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#ifdef Hand_Held_lights
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
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#endif
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float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
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float rainfall = rainStrength * noPuddleAreas;
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float Puddle_shape = 0.;
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#ifndef ENTITIES
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#ifndef HAND
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#ifdef WORLD
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#ifdef Puddles
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Puddle_shape = (1.0 - clamp(exp(-15 * pow(texture2D(noisetex, worldpos.xz * (0.020 * Puddle_Size) ).b ,5)),0,1)) * lightmap ;
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Puddle_shape *= clamp( viewToWorld(normal).y*0.5+0.5 ,0.0,1.0);
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Puddle_shape *= rainfall;
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#endif
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#endif
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#endif
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#endif
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vec2 adjustedTexCoord = lmtexcoord.xy;
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#ifdef POM
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#ifdef WORLD
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// vec2 tempOffset=offsets[framemod8];
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adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 viewVector = normalize(tbnMatrix*fragpos);
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float dist = length(fragpos);
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float maxdist = MAX_OCCLUSION_DISTANCE;
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if(!ifPOM) maxdist = 0.0;
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gl_FragDepth = gl_FragCoord.z;
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if (dist < maxdist) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
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// float noise = interleaved_gradientNoise_temp();
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#ifdef Adaptive_Step_length
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vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0);
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used_POM_DEPTH = 1.0;
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#else
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vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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#endif
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vec3 coord = vec3(vtexcoord.st , 1.0);
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coord += interval * used_POM_DEPTH;
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float sumVec = 0.5;
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for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
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coord = coord + interval * used_POM_DEPTH;
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sumVec += 1.0 * used_POM_DEPTH;
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}
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if (coord.t < mincoord) {
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if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
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coord.t = mincoord;
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discard;
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
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// #ifdef Depth_Write_POM
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gl_FragDepth = toClipSpace3(truePos).z;
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// #endif
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}
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}
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#endif
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#endif
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if(!ifPOM) adjustedTexCoord = lmtexcoord.xy;
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ALBEDO ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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#endif
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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if(blockID == 10001 || blockID == 10003 || blockID == 10004 || blockID == 10006) {
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// IR Reflective (Pink-red)
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Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
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}
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else if(blockID == 10008) {
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// Special handling for grass block
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float strength = 1.0 - color.b;
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Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
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}
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#ifdef AEROCHROME_WOOL_ENABLED
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else if(blockID == 200) {
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// Wool
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Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
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}
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#endif
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else if(blockID == 8 || blockID == 10002)
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{
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// IR Absorbsive? Dark.
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Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
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}
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#endif
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#ifdef WORLD
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if (Albedo.a > 0.1) Albedo.a = normalMat.a;
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else Albedo.a = 0.0;
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#endif
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#ifdef HAND
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if (Albedo.a > 0.1) Albedo.a = 0.75;
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else Albedo.a = 0.0;
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// NORMAL ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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#ifdef WORLD
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#ifdef MC_NORMAL_MAP
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vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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if(PHYSICSMOD_SNOW < 1) normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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#endif
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// SPECULAR ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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#ifdef WORLD
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vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.02);
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gl_FragData[2].rg = SpecularTex.rg;
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#if EMISSIVE_TYPE == 0
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gl_FragData[2].a = 0.0;
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#endif
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#if EMISSIVE_TYPE == 1
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gl_FragData[2].a = EMISSIVE;
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#endif
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#if EMISSIVE_TYPE == 2
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gl_FragData[2].a = SpecularTex.a;
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if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE;
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#endif
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#if EMISSIVE_TYPE == 3
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gl_FragData[2].a = SpecularTex.a;
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#endif
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#if SSS_TYPE == 0
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gl_FragData[2].b = 0.0;
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#endif
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#if SSS_TYPE == 1
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gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 2
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gl_FragData[2].b = SpecularTex.b;
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if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 3
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gl_FragData[2].b = SpecularTex.b;
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#endif
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if(PORTAL > 0){
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gl_FragData[2].rgb = vec3(0);
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gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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}
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// FINALIZE ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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#ifdef WORLD
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#ifdef Puddles
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float porosity = 0.35;
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#ifdef Porosity
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porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
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#endif
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if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
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#endif
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// apply noise to lightmaps to reduce banding.
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vec2 PackLightmaps = vec2(torchlightmap,lmtexcoord.w);
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#ifndef ENTITIES
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#ifndef HAND
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PackLightmaps = max(PackLightmaps*blueNoise()*0.05 + PackLightmaps,0.0);
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#endif
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#endif
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vec4 data1 = clamp( encode(viewToWorld(normal),PackLightmaps), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#endif
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#ifdef WORLD
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// #ifdef ENTITIES
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// gl_FragData[5].xyz = velocity *0.5+0.5;
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// #endif
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gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO);
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#endif
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} |