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GLSL

#version 430 compatibility
#include "/lib/settings.glsl"
in vec4 color;
in vec2 texcoord;
uniform sampler2D gtexture;
uniform sampler2D noisetex;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
float blueNoise(){
return fract(texelFetch(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
/* RENDERTARGETS: 0 */
void main() {
vec4 color = texture(gtexture,texcoord.xy);
vec2 lmcoord;
float ao;
vec4 overlayColor;
clrwl_computeFragment(color, color, lmcoord, ao, overlayColor);
color.rgb = mix(color.rgb, overlayColor.rgb, overlayColor.a);
gl_FragData[0] = color;
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
#endif
}