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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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11
shaders/world1/deferred2.vsh
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11
shaders/world1/deferred2.vsh
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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uniform vec2 texelSize;
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#include "/lib/res_params.glsl"
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void main() {
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gl_Position = ftransform();
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vec2 scaleRatio = max(vec2(0.25), vec2(18.+258*2,258.)*texelSize);
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(scaleRatio+0.01,0.0,1.0)*2.0-1.0;
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}
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