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combine end and nether shaders into one group of programs. for my own ease of use.
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9
shaders/dimensions/deferred1.vsh
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9
shaders/dimensions/deferred1.vsh
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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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