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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
re-add resourcepack skybox support
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@ -786,6 +786,8 @@ void main() {
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vec4 data = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy), 0);
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vec3 skyboxCol = data.rgb;
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); // albedo, masks
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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@ -1299,6 +1301,7 @@ void main() {
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}else{
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vec3 Background = vec3(0.0);
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#ifdef OVERWORLD_SHADER
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float atmosphereGround = 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky.
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@ -1330,21 +1333,16 @@ void main() {
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vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/1200.0 * Sky_Brightness;
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Background += Sky;
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#endif
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#if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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vec3 resourcePackskyBox = skyboxCol * clamp(unsigned_WsunVec.y*2.0,0.1,1.0);
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// #if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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// vec3 resourcePackskyBox = toLinear(texture2D(colortex10, texcoord).rgb * 5.0) * 15.0 * clamp(unsigned_WsunVec.y*2.0,0.1,1.0);
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#ifdef SKY_GROUND
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resourcePackskyBox *= atmosphereGround;
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#endif
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// #ifdef SKY_GROUND
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// resourcePackskyBox *= atmosphereGround;
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// #endif
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Background += resourcePackskyBox;
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#endif
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// Background += resourcePackskyBox;
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// #endif
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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@ -1,123 +1,10 @@
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#include "/lib/settings.glsl"
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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flat varying vec3 sunColor;
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// flat varying vec3 moonColor;
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flat varying vec3 averageSkyCol;
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flat varying float tempOffsets;
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// uniform float far;
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uniform float near;
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uniform sampler2D depthtex0;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex;
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uniform sampler2D dhDepthTex1;
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#endif
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// uniform sampler2D colortex4;
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uniform sampler2D noisetex;
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uniform sampler2D colortex12;
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flat varying vec3 WsunVec;
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uniform float sunElevation;
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uniform vec3 sunVec;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform int frameCounter;
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uniform int framemod8;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferProjection;
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// flat varying vec2 TAA_Offset;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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#include "/lib/DistantHorizons_projections.glsl"
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float R2_dither(){
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#ifdef TAA
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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#else
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vec2 coord = gl_FragCoord.xy;
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#endif
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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#include "/lib/TAA_jitter.glsl"
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float blueNoise(){
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#ifdef TAA
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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#else
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a);
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#endif
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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uniform float far;
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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uniform int dhRenderDistance;
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/res_params.glsl"
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#define CLOUDS_INTERSECT_TERRAIN
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uniform float eyeAltitude;
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#else
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vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
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vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
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#endif
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#include "/lib/volumetricClouds.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -125,34 +12,25 @@ uniform float eyeAltitude;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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#if defined OVERWORLD_SHADER
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/* RENDERTARGETS:1,2 */
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#endif
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void main() {
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vec2 texcoord = gl_FragCoord.xy * texelSize;
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gl_FragData[0] = texelFetch2D(colortex1, ivec2(gl_FragCoord.xy),0);
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#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
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vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
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if(texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy), 0).x < 1.0 || texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy), 0).x < 1.0) {
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// doing this for precision reasons, DH does NOT like depth => 1.0
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}else{
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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#ifdef CLOUDS_INTERSECT_TERRAIN
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float depth = texelFetch2D(depthtex0, ivec2(halfResTC2), 0).x;
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gl_FragData[0].rgb = texelFetch2D(colortex2, ivec2(gl_FragCoord.xy),0).rgb * 10.0;
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gl_FragData[0].a = 0.0;
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#ifdef DISTANT_HORIZONS
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float DH_depth = texelFetch2D(dhDepthTex, ivec2(halfResTC2),0).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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#endif
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
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#endif
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}
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vec3 tesvar = vec3(0.0);
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vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
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gl_FragData[1] = vec4(0,0,0,0);
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gl_FragData[0] = VolumetricClouds;
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#else
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gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
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#endif
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}
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@ -1,56 +1,9 @@
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#include "/lib/settings.glsl"
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// uniform int dhRenderDistance;
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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flat varying vec3 averageSkyCol;
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flat varying vec3 sunColor;
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// flat varying vec3 moonColor;
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flat varying float tempOffsets;
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flat varying vec3 WsunVec;
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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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uniform sampler2D colortex4;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/Shadow_Params.glsl"
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void main() {
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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
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#if defined Daily_Weather
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dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
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dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
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#endif
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averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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// moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
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// sunColor = texelFetch2D(colortex4,ivec2(8,37),0).rgb;
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// moonColor = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);// * (float(sunElevation > 1e-5)*2.0-1.0);
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// WsunVec = normalize(LightDir);
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tempOffsets = HaltonSeq2(frameCounter%10000);
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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}
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}
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