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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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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_lightingHDRFramebufferTexture;
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uniform sampler2D u_framebufferLumaAvgInput;
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uniform sampler2D u_gbufferMaterialTexture;
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uniform sampler2D u_gbufferDepthTexture;
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uniform vec4 u_outputSize4f;
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void main() {
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float exposure = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
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float emission = 0.0;
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vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw;
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vec4 inputColor = textureLod(u_lightingHDRFramebufferTexture, alignedUV, 0.0);
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if(inputColor.a > 0.0) {
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emission = textureLod(u_gbufferMaterialTexture, alignedUV, 0.0).b;
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}else {
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emission = textureLod(u_gbufferDepthTexture, alignedUV, 0.0).r <= 0.0000001 ? 10.0 : 0.0;
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}
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float f = dot(inputColor.rgb, vec3(0.2126, 0.7152, 0.0722)) * (5.0 + emission * 15.0);
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if(f > 2.0 + exposure) {
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output4f = vec4(min(inputColor.rgb, vec3(5.0)) * (0.75 + exposure * 1.5) * min(f - 2.0 - exposure, 1.0), 1.0);
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}else {
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output4f = vec4(0.0);
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}
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}
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