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combine end and nether shaders into one group of programs. for my own ease of use.
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18
shaders/dimensions/final.vsh
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18
shaders/dimensions/final.vsh
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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flat varying vec4 exposure;
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uniform sampler2D colortex4;
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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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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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}
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