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combine end and nether shaders into one group of programs. for my own ease of use.
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@ -1,37 +1,5 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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flat varying float tempOffsets;
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#define NETHER_SHADER
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uniform int frameCounter;
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#include "/lib/util.glsl"
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flat varying vec2 TAA_Offset;
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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(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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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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tempOffsets = HaltonSeq2(frameCounter%10000);
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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TAA_Offset = vec2(0.0);
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#endif
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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}
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#include "/dimensions/composite3.vsh"
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