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Update #18 - Final release, added PBR shaders
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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#if !defined(COMPILE_ENABLE_ALPHA_TEST) && !defined(COMPILE_COLORED_SHADOWS)
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#undef COMPILE_ENABLE_TEXTURE2D
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#endif
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#ifdef COMPILE_COLORED_SHADOWS
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layout(location = 0) out vec4 output4f;
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uniform vec4 u_color4f;
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#endif
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#ifdef COMPILE_ENABLE_TEXTURE2D
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uniform sampler2D u_samplerTexture;
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 v_texture2f;
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#else
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uniform vec2 u_textureCoords01;
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#endif
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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uniform float u_alphaTestRef1f;
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#endif
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#endif
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void main() {
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#ifdef COMPILE_COLORED_SHADOWS
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vec4 color = u_color4f;
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#else
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vec4 color = vec4(1.0);
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#endif
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#ifdef COMPILE_ENABLE_TEXTURE2D
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#ifdef COMPILE_TEXTURE_ATTRIB
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color *= texture(u_samplerTexture, v_texture2f);
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#else
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color *= texture(u_samplerTexture, u_textureCoords01);
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#endif
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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if(color.a < u_alphaTestRef1f) discard;
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#endif
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#endif
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#ifdef COMPILE_COLORED_SHADOWS
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output4f = vec4(mix(vec3(1.0), color.rgb, color.a), color.a);
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#endif
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}
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