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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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layout(location = 0) in vec2 a_position2f;
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layout(location = 1) in vec2 a_texcoord2f;
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out vec2 v_texcoord2f;
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out float v_occlusion1f;
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uniform sampler2D u_sunOcclusionValue;
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uniform mat3 u_sunFlareMatrix3f;
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void main() {
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v_occlusion1f = max(textureLod(u_sunOcclusionValue, vec2(0.5, 0.5), 0.0).r * 1.5 - 0.5, 0.0);
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if(v_occlusion1f == 0.0) {
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gl_Position = vec4(-10.0, -10.0, -10.0, 1.0);
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return;
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}
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v_texcoord2f = a_texcoord2f;
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vec3 pos3f = u_sunFlareMatrix3f * vec3(a_position2f, 1.0);
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gl_Position = vec4(pos3f.x, pos3f.y, 0.0, pos3f.z);
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}
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