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Merge branch 'main' into jitter_dof
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@ -38,6 +38,9 @@ uniform vec3 sunVec;
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uniform float far;
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uniform float near;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float screenBrightness;
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uniform float hideGUI;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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@ -195,14 +198,7 @@ void main() {
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jitter.x *= DOF_ANAMORPHIC_RATIO;
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jitter.xy *= 0.004 * JITTER_STRENGTH;
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vec3 fragpos_DOF = toScreenSpace(vec3((texcoord + jitter)/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3_DOF = mat3(gbufferModelViewInverse) * fragpos_DOF;
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vec3 np3_DOF = normVec(p3_DOF);
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p3_DOF += gbufferModelViewInverse[3].xyz;
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#else
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vec2 jitter = vec2(0.0);
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vec3 p3_DOF = p3;
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vec3 np3_DOF = np3;
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vec3 fragpos_DOF = toScreenSpace(vec3((tc + jitter)/RENDER_SCALE,z));
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#endif
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if (isEyeInWater == 0){
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