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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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20
shaders/world1/composite4.vsh
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20
shaders/world1/composite4.vsh
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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varying vec2 texcoord;
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flat varying float exposureA;
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flat varying float tempOffsets;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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#include "/lib/util.glsl"
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void main() {
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tempOffsets = HaltonSeq2(frameCounter%10000);
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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exposureA = texelFetch2D(colortex4,ivec2(10,37),0).r;
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}
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