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Fix Emissives in end/nether. fix tiny labSSS curve issue
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@ -1,5 +1,8 @@
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#version 120
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#define TAA
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -13,24 +16,28 @@ varying vec2 texcoord;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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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 = ftransform();
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texcoord = (gl_MultiTexCoord0).xy;
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color = gl_Color;
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gl_Position = ftransform();
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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}
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}
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