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https://github.com/X0nk/Bliss-Shader.git
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combine end and nether shaders into one group of programs. for my own ease of use.
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42
shaders/dimensions/composite5.fsh
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42
shaders/dimensions/composite5.fsh
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uniform sampler2D colortex3;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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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:6 */
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vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
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vec2 quarterResTC = gl_FragCoord.xy*2.*texelSize;
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//0.5
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gl_FragData[0] = texture2D(colortex3,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5;
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//0.25
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gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125;
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//0.125
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gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125;
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gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125;
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//0.125
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gl_FragData[0] += texture2D(colortex3,quarterResTC)*0.125;
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gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
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}
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