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https://github.com/X0nk/Bliss-Shader.git
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surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -1,32 +1,8 @@
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#version 120
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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// #define ENTITIES
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// #define BLOCKENTITIES
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// #define WORLD
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#define SPIDEREYES
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varying vec4 color;
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varying vec2 texcoord;
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uniform sampler2D texture;
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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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vec4 albedo = texture2D(texture, texcoord);
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albedo *= color;
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albedo.rgb = toLinear(albedo.rgb)*0.33;
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/* DRAWBUFFERS:2 */
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gl_FragData[0] = albedo;
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}
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#include "gbuffers_all_solid.fsh"
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