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https://github.com/X0nk/Bliss-Shader.git
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beacon beam fix=
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@ -1,10 +1,15 @@
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#version 120
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#version 120
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varying vec4 lmtexcoord;
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varying vec4 color;
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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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uniform sampler2D texture;
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//faster and actually more precise than pow 2.2
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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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vec4 encode (vec3 n, vec2 lightmaps){
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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@ -29,16 +34,14 @@ float encodeVec2(float x,float y){
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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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/* DRAWBUFFERS:18 */
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/* DRAWBUFFERS:28 */
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void main() {
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void main() {
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vec3 albedo = texture2D(texture, lmtexcoord.xy).rgb * color.rgb;
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vec4 Albedo = vec4(texture2D(texture, texcoord).rgb*5.0,1.0);
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Albedo *= color;
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Albedo.rgb = toLinear(Albedo.rgb);
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gl_FragData[0] = Albedo;
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.9);
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vec4 data1 = clamp(encode(vec3(0.0), vec2(lmtexcoord.z,1)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(albedo.r,data1.x), encodeVec2(albedo.g,data1.y), encodeVec2(albedo.b,data1.z), encodeVec2(data1.w,0.75));
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gl_FragData[1].a = 0.9;
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}
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}
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@ -11,15 +11,12 @@ Read the terms of modification and sharing before changing something below pleas
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!! DO NOT REMOVE !!
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!! DO NOT REMOVE !!
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*/
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*/
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 color;
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varying vec2 texcoord;
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uniform vec2 texelSize;
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uniform vec2 texelSize;
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uniform int framemod8;
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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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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-3,-5.)/8.,
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@ -37,14 +34,11 @@ void main() {
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gl_Position = ftransform();
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gl_Position = ftransform();
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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lmtexcoord.zw = lmcoord;
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color = gl_Color;
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if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
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if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1);
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texcoord = (gl_MultiTexCoord0).xy;
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color = gl_Color;
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#ifdef TAA_UPSCALING
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#endif
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