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INTERNAL REWORK. testers are needed.
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54
shaders/dimensions/all_vanilla_emissives.vsh
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54
shaders/dimensions/all_vanilla_emissives.vsh
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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varying vec4 color;
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varying vec2 texcoord;
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uniform vec2 texelSize;
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uniform int framemod8;
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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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texcoord = (gl_MultiTexCoord0).xy;
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#ifdef ENCHANT_GLINT
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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// float exposure = texelFetch2D(colortex4, ivec2(10,37),0).r;
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#endif
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color = gl_Color;
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#ifdef BEACON_BEAM
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if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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}
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