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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
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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 vec3 v_position3f;
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layout(location = 0) out vec4 output4f;
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#define SKY_BRIGHTNESS 0.015
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uniform sampler2D u_skyTexture;
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uniform vec2 u_skyTextureScale2f;
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void main() {
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gl_FragDepth = 0.0;
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vec3 viewDir = normalize(v_position3f);
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vec3 blending = abs(viewDir * viewDir * viewDir);
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blending = normalize(max(blending, 0.00001));
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float b = (blending.x + blending.y + blending.z);
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blending /= b;
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vec3 blendedSkyColor = texture(u_skyTexture, v_position3f.zy * u_skyTextureScale2f).rgb * blending.x;
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blendedSkyColor += texture(u_skyTexture, v_position3f.xz * u_skyTextureScale2f).rgb * blending.y;
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blendedSkyColor += texture(u_skyTexture, v_position3f.xy * u_skyTextureScale2f).rgb * blending.z;
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output4f = vec4(blendedSkyColor * blendedSkyColor * blendedSkyColor * SKY_BRIGHTNESS, 0.0);
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}
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