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https://github.com/X0nk/Bliss-Shader.git
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modern syntax for spidereyes
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@@ -20,17 +20,19 @@ vec3 toLinear(vec3 sRGB){
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/* RENDERTARGETS:2 */
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layout(location = 0) out vec4 FORWARD_RENDERED_COLOR;
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void main() {
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vec4 Albedo = texture(texture, texcoord);
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Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
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#if defined BEACON_BEAM
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gl_FragData[0] = vec4(Albedo.rgb*Albedo.rgb * 0.1 * 5.0 * Emissive_Brightness, Albedo.a*color.a);
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FORWARD_RENDERED_COLOR = vec4(Albedo.rgb*Albedo.rgb * 0.1 * 5.0 * Emissive_Brightness, Albedo.a*color.a);
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#endif
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#if defined LIGHTNING_AND_DRAGON_DEATH_BEAMS
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gl_FragData[0] = vec4(Albedo.rgb * pow(1.0-pow(1.0-color.a,2),2) * 5.0 * 0.1, color.a);
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FORWARD_RENDERED_COLOR = vec4(Albedo.rgb * pow(1.0-pow(1.0-color.a,2),2) * 5.0 * 0.1, color.a);
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#endif
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#if defined SPIDER_EYES || defined GLOWING
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@@ -44,7 +46,7 @@ void main() {
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vec3 emissiveColor = Albedo.rgb * Albedo.a * Emissive_Brightness;
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#endif
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gl_FragData[0] = vec4(emissiveColor*0.1, 0.000001);
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FORWARD_RENDERED_COLOR = vec4(emissiveColor*0.1, 0.000001);
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#endif
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#if defined ENCHANT_GLINT
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@@ -56,6 +58,6 @@ void main() {
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vec3 GlintColor = Albedo.rgb * color.a * 0.2 * Emissive_Brightness * ENCHANT_GLINT_BRIGHTNESS;
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#endif
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gl_FragData[0] = vec4(GlintColor*0.1, 0.000001);
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FORWARD_RENDERED_COLOR = vec4(GlintColor*0.1, 0.000001);
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#endif
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}
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