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Merge branch 'main' into jitter_dof
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@ -22,7 +22,9 @@ varying vec4 normalMat;
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#endif
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flat varying vec3 WsunVec;
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flat varying vec4 lightCol;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float sunElevation;
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@ -61,6 +63,7 @@ void main() {
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gl_Position = ftransform();
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color = gl_Color;
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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@ -69,11 +72,13 @@ void main() {
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FlatNormals = normalize(gl_NormalMatrix *gl_Normal);
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
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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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