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combine end and nether shaders into one group of programs. for my own ease of use.
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@ -1,17 +1,5 @@
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#version 120
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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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#define END_SHADER
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void main() {
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//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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gl_Position = ftransform();
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//*0.51 to avoid errors when sampling outside since clearing is disabled
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26/clampedRes*vec2(1920.0,1080.)*2-1.0;
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}
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#include "/dimensions/composite6.vsh"
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