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#version 120
//#extension GL_ARB_shader_texture_lod : disable
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform int frameCounter;
// varying vec4 color;
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
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float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
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}
// float R2_dither(){
// vec2 coord = gl_FragCoord.xy;
// vec2 alpha = vec2(0.75487765, 0.56984026);
// return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
// }
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void main() {
gl_FragData[0] = texture2D(tex,texcoord.xy);
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy, 0).a;
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#endif
#ifdef Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
#endif
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#ifdef RENDER_ENTITY_SHADOWS
#endif
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}