246 lines
6.2 KiB
GLSL
246 lines
6.2 KiB
GLSL
/*
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BSL Shaders v8 Series by Capt Tatsu
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https://bitslablab.com
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*/
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//Settings//
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#include "/lib/settings.glsl"
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//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
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#ifdef FSH
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//Varyings//
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varying vec2 texCoord, lmCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec, eastVec;
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varying vec4 color;
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//Uniforms//
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform int worldTime;
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uniform float frameTimeCounter;
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uniform float nightVision;
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uniform float rainStrength;
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uniform float screenBrightness;
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uniform float shadowFade;
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uniform float timeAngle, timeBrightness;
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uniform float viewWidth, viewHeight;
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uniform ivec2 eyeBrightnessSmooth;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowProjection;
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uniform mat4 shadowModelView;
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uniform sampler2D noisetex;
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#ifdef DYNAMIC_HANDLIGHT
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uniform int heldBlockLightValue;
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uniform int heldBlockLightValue2;
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#endif
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#ifdef MULTICOLORED_BLOCKLIGHT
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 previousCameraPosition;
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uniform sampler2D colortex9;
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#endif
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//Common Variables//
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float eBS = eyeBrightnessSmooth.y / 240.0;
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float sunVisibility = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
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float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
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#ifdef WORLD_TIME_ANIMATION
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
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//Common Functions//
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//Includes//
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#include "/lib/common.glsl"
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#include "/lib/color/blocklightColor.glsl"
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#include "/lib/color/dimensionColor.glsl"
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#include "/lib/util/spaceConversion.glsl"
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#include "/lib/lighting/forwardLighting.glsl"
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#ifdef TAA
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#include "/lib/util/jitter.glsl"
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#endif
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#ifdef MULTICOLORED_BLOCKLIGHT
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#include "/lib/lighting/coloredBlocklight.glsl"
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#endif
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//Program//
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void main() {
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vec4 albedo = color;
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if (albedo.a > 0.001) {
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vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
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vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
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#ifdef TAA
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vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
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#else
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vec3 viewPos = ToNDC(screenPos);
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#endif
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vec3 worldPos = ToWorld(viewPos);
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#ifdef DYNAMIC_HANDLIGHT
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float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
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float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
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lightmap.x = max(lightmap.x, handlight);
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#endif
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#ifdef TOON_LIGHTMAP
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lightmap = floor(lightmap * 14.999 * (0.75 + 0.25 * color.a)) / 14.0;
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lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
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#endif
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albedo.rgb = pow(albedo.rgb, vec3(2.2));
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albedo.a = albedo.a * 0.5 + 0.5;
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#ifdef WHITE_WORLD
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if (albedo.a > 0.9) albedo.rgb = vec3(0.35);
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#endif
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float NoL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
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float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
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float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
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float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
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vanillaDiffuse*= vanillaDiffuse;
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#ifdef MULTICOLORED_BLOCKLIGHT
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blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
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#endif
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vec3 shadow = vec3(0.0);
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GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0, NoL,
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vanillaDiffuse, 1.0, 0.0, 0.0, 0.0);
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#if ALPHA_BLEND == 0
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albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
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#endif
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}
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/* DRAWBUFFERS:0 */
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gl_FragData[0] = albedo;
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#ifdef MULTICOLORED_BLOCKLIGHT
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/* DRAWBUFFERS:08 */
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gl_FragData[1] = vec4(0.0,0.0,0.0,1.0);
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#ifdef ADVANCED_MATERIALS
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/* DRAWBUFFERS:08367 */
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gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[3] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0);
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gl_FragData[4] = vec4(0.0, 0.0, 0.0, 1.0);
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#endif
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#else
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#ifdef ADVANCED_MATERIALS
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/* DRAWBUFFERS:0367 */
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gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragData[2] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0);
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gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
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#endif
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#endif
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}
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#endif
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//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
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#ifdef VSH
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//Varyings//
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varying vec2 texCoord, lmCoord;
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varying vec3 normal;
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varying vec3 sunVec, upVec, eastVec;
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varying vec4 color;
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//Uniforms//
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uniform int worldTime;
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uniform float frameTimeCounter;
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uniform float timeAngle;
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uniform vec3 cameraPosition;
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uniform mat4 gbufferModelView, gbufferModelViewInverse;
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uniform mat4 gbufferProjectionInverse;
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#ifdef TAA
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uniform int frameCounter;
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uniform float viewWidth, viewHeight;
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#endif
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//Attributes//
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attribute vec4 mc_Entity;
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attribute vec4 mc_midTexCoord;
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//Common Variables//
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#ifdef WORLD_TIME_ANIMATION
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float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
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#else
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float frametime = frameTimeCounter * ANIMATION_SPEED;
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#endif
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//Includes//
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#ifdef TAA
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#include "/lib/util/jitter.glsl"
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#endif
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#ifdef WORLD_CURVATURE
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#include "/lib/vertex/worldCurvature.glsl"
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#endif
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//Program//
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void main() {
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texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
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normal = normalize(gl_NormalMatrix * gl_Normal);
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color = gl_Color;
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const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
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float ang = fract(timeAngle - 0.25);
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ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
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sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
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upVec = normalize(gbufferModelView[1].xyz);
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eastVec = normalize(gbufferModelView[0].xyz);
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#ifdef WORLD_CURVATURE
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vec4 position = gbufferModelViewInverse * gbufferProjectionInverse * ftransform();
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position.y -= WorldCurvature(position.xz);
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gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
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#else
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gl_Position = ftransform();
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#endif
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#ifdef TAA
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gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
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#endif
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}
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#endif |