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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 vec3 a_position3f;
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layout(location = 1) in vec2 a_colorIndex2f;
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out vec3 v_position3f;
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out vec3 v_color3f;
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uniform mat4 u_viewMatrix4f;
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#ifdef COMPILE_PARABOLOID_SKY
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uniform float u_farPlane1f;
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#else
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uniform mat4 u_projMatrix4f;
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#endif
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uniform sampler2D u_renderedAtmosphere;
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void main() {
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v_position3f = a_position3f;
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v_color3f = textureLod(u_renderedAtmosphere, a_colorIndex2f, 0.0).rgb;
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vec4 pos = u_viewMatrix4f * vec4(a_position3f, 0.0);
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#ifdef COMPILE_PARABOLOID_SKY
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float dist = pos.z;
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pos.xyz = normalize(pos.xyz);
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pos.xy /= 1.0 - pos.z;
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pos.z = dist / u_farPlane1f;
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gl_Position = vec4(pos.xyz, 1.0);
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#else
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gl_Position = u_projMatrix4f * vec4(pos.xyz, 1.0);
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#endif
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}
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