mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
262 lines
6.6 KiB
V Shell
262 lines
6.6 KiB
V Shell
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/items.glsl"
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#include "/lib/SSBOs.glsl"
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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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out DATA {
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vec4 color;
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vec4 lmtexcoord;
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vec3 normalMat;
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#ifdef MC_NORMAL_MAP
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vec4 tangent;
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#endif
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vec3 block_normal;
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flat int blockID;
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} data_out;
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#ifdef MC_NORMAL_MAP
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in vec4 at_tangent;
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#endif
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uniform float frameTimeCounter;
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const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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in vec4 mc_Entity;
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in vec4 mc_midTexCoord;
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uniform int blockEntityId;
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uniform int entityId;
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uniform int heldItemId;
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uniform int heldItemId2;
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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in vec4 at_midBlock;
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#else
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in vec3 at_midBlock;
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#endif
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uniform int frameCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform int hideGUI;
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uniform float screenBrightness;
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uniform int isEyeInWater;
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// in vec3 at_velocity;
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// out vec3 velocity;
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uniform float nightVision;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform vec2 texelSize;
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#if defined HAND
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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float detectCameraMovement(){
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// simply get the difference of modelview matrices and cameraPosition across a frame.
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vec3 fakePos = vec3(0.5,0.5,0.0);
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vec3 hand_playerPos = mat3(gbufferModelViewInverse) * fakePos + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * hand_playerPos;
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float detectMovement = 1.0 - clamp(distance(previousPosition, fakePos)/texelSize.x,0.0,1.0);
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return detectMovement;
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}
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#endif
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//#ifndef IS_LPV_ENABLED
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uniform vec3 relativeEyePosition;
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//#endif
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#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && (defined GRASS_DETECT_FALLOFF || defined GRASS_DETECT_INV_FALLOFF || REPLACE_SHORT_GRASS > 0)
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uniform usampler1D texBlockData;
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uniform vec3 cameraPositionFract;
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_buffer.glsl"
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#include "/lib/voxel_common.glsl"
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uint GetVoxelBlock(const in ivec3 voxelPos) {
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if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
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return BLOCK_EMPTY;
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return imageLoad(imgVoxelMask, voxelPos).r;
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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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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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vec2 calcWave(in vec3 pos) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude;
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return ret;
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}
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vec3 calcMovePlants(in vec3 pos) {
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vec2 move1 = calcWave(pos );
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float move1y = -length(move1);
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return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH;
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}
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vec3 calcWaveLeaves(in vec3 pos) {
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float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
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vec3 ret = (sin(pi2wt*vec3(0.0063,0.0224,0.0015)*1.5 - pos))*magnitude;
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return ret;
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}
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vec3 calcMoveLeaves(in vec3 pos, in vec3 amp1) {
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vec3 move1 = calcWaveLeaves(pos) * amp1;
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return move1*5.*WAVY_STRENGTH;
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}
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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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// 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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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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uniform int framemod8;
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#include "/lib/TAA_jitter.glsl"
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uniform sampler2D noisetex;//depth
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float densityAtPos(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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//The y channel has an offset to avoid using two textures fetches
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vec2 xy = texture(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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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 viewToWorld(vec3 viewPos) {
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vec4 pos;
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pos.xyz = viewPos;
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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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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
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uniform float caveDetection;
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#endif
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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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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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data_out.blockID = int(mc_Entity.x);
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/////// ----- COLOR STUFF ----- ///////
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data_out.color = gl_Color;
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data_out.block_normal = gl_Normal;
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/////// ----- RANDOM STUFF ----- ///////
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// gl_TextureMatrix[0] for animated things like charged creepers
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data_out.lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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data_out.lmtexcoord.zw = gl_MultiTexCoord1.xy / 240.0;
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#ifdef MC_NORMAL_MAP
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data_out.tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
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#endif
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data_out.normalMat = normalize(gl_NormalMatrix * gl_Normal);
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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vec3 worldNormals = viewToWorld(data_out.normalMat);
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// position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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#if defined PLANET_CURVATURE
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float curvature = length(worldpos.xz) / (16.0*8.0);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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#endif
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gl_Position = toClipSpace3(mat3(gbufferModelView) * vec3(worldpos) + gbufferModelView[3].xyz);
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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} |