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INTERNAL REWORK. testers are needed.
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#version 120
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#include "/lib/settings.glsl"
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#define ENCHANT_GLINT
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D texture;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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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/* DRAWBUFFERS:2 */
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void main() {
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gl_FragData[0] = vec4(toLinear( texture2D(texture, lmtexcoord.xy).rgb * color.rgb), 0.1);
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}
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#include "/dimensions/all_vanilla_emissives.fsh"
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