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Eclipse-Shader/shaders/dimensions/voxy.json
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{
"unusedString": "
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
",
"version": 1,
"opaqueDrawBuffers": [1, 8, 15],
"excludeLodsFromVanillaDepth": true,
"translucentDrawBuffers": [2, 7, 14],
#ifdef TAA
"taaOffset": "{
const vec2[4] offsets = vec2[4](
vec2(-0.125, -0.875),
vec2( 0.875, -0.125),
vec2( 0.125, 0.875),
vec2(-0.875, 0.125)
);
return offsets[framemod4_DH]*texelSize;
}",
#endif
#ifdef TAA_UPSCALING
"renderScale": [SCALE_FACTOR, SCALE_FACTOR],
#endif
"blending": {-1:"ONE ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA"},
"ssbos": {0:"{
mat4 customShadowMatrixSSBO;
vec3 customMoonVecSSBO;
vec3 customMoonVec2SSBO;
mat4 customShadowPerspectiveSSBO;
vec3 customSunVecSSBO;
bool onWaterSurface;
bool inBoat;
bool inBoatCurrentFrame;
bool inBoatLastFrame;
bool inShip;
bool inShipCurrentFrame;
bool inShipLastFrame;
float lastFrameTimeCount;
vec3 previousCameraPositionWave;
vec3 previousCameraPositionWave2;
bool noSimOngoing;
bool noSimOngoingCheck;
}"},
"uniforms": [
"framemod4_DH",
"vxModelView",
"vxModelViewPrev",
"vxModelViewInv",
"frameCounter",
"framemod8",
"dhVoxyFarPlane",
"dhVoxyNearPlane",
"vxProj",
"vxProjInv",
"vxProjPrev",
"gbufferModelView",
"gbufferModelViewInverse",
"gbufferProjection",
"gbufferProjectionInverse",
"gbufferPreviousModelView",
"gbufferPreviousProjection",
"shadowModelView",
"shadowModelViewInverse",
"shadowProjection",
"shadowProjectionInverse",
"cameraPosition",
"previousCameraPosition",
"near",
"far",
"frameTimeCounter",
"texelSize",
"sunPosition",
"sunElevation",
"lightningBoltPosition",
"rainStrength",
"unsigned_WsunVecSmooth",
"unsigned_WmoonVecSmooth",
"isEyeInWater"
],
"samplers": [
"vxDepthTexOpaque",
"noisetex",
"colortex4",
"colortex5",
"colortex7",
"colortex8",
"colortex12",
"depthtex0",
"depthtex1"
]
}