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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
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Update #0 - First Release
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sources/resources/assets/eagler/glsl/core.fsh
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180
sources/resources/assets/eagler/glsl/core.fsh
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#line 2
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/*
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* Copyright (c) 2022 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_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
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in vec4 v_position4f;
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#endif
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 v_texture2f;
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#endif
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uniform vec4 u_color4f;
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#ifdef COMPILE_BLEND_ADD
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uniform vec4 u_colorBlendSrc4f;
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uniform vec4 u_colorBlendAdd4f;
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#endif
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#ifdef COMPILE_COLOR_ATTRIB
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in vec4 v_color4f;
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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in vec3 v_normal3f;
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#endif
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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in vec2 v_lightmap2f;
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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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#if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN)
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uniform vec2 u_textureCoords01;
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#endif
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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uniform sampler2D u_samplerLightmap;
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#ifndef COMPILE_LIGHTMAP_ATTRIB
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uniform vec2 u_textureCoords02;
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#endif
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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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#ifdef COMPILE_ENABLE_MC_LIGHTING
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uniform int u_lightsEnabled1i;
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uniform vec4 u_lightsDirections4fv[4];
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uniform vec3 u_lightsAmbient3f;
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#ifndef COMPILE_NORMAL_ATTRIB
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uniform vec3 u_uniformNormal3f;
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#endif
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#endif
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#ifdef COMPILE_ENABLE_FOG
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uniform vec4 u_fogParameters4f;
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uniform vec4 u_fogColor4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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in vec3 v_objectPosition3f;
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uniform ivec4 u_texGenPlane4i;
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uniform vec4 u_texGenS4f;
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uniform vec4 u_texGenT4f;
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uniform vec4 u_texGenR4f;
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uniform vec4 u_texGenQ4f;
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uniform mat4 u_textureMat4f01;
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#endif
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#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
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uniform vec2 u_textureAnisotropicFix;
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#endif
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out vec4 output4f;
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void main() {
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#ifdef COMPILE_COLOR_ATTRIB
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vec4 color = v_color4f * u_color4f;
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#else
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vec4 color = u_color4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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vec4 texGenVector;
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vec4 texGenPosSrc[2];
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texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0);
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texGenPosSrc[1] = v_position4f;
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texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f);
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texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f);
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texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f);
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texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f);
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texGenVector = u_textureMat4f01 * texGenVector;
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color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w);
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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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#else
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#ifdef COMPILE_ENABLE_TEXTURE2D
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#ifdef COMPILE_TEXTURE_ATTRIB
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#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
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// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
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// filtering enabled, so it needs this stupid fix to 'work'
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vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
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color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix);
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#else
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color *= texture(u_samplerTexture, v_texture2f);
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#endif
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#else
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color *= texture(u_samplerTexture, u_textureCoords01);
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#endif
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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color *= texture(u_samplerLightmap, v_lightmap2f);
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#else
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color *= texture(u_samplerLightmap, u_textureCoords02);
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#endif
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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_ENABLE_MC_LIGHTING
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#ifdef COMPILE_NORMAL_ATTRIB
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vec3 normal = normalize(v_normal3f);
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#else
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vec3 normal = u_uniformNormal3f;
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#endif
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float diffuse = 0.0;
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for(int i = 0; i < u_lightsEnabled1i; ++i) {
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vec4 light = u_lightsDirections4fv[i];
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diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
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}
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color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
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#endif
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#ifdef COMPILE_BLEND_ADD
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color.rgba = color.rgba * u_colorBlendSrc4f + u_colorBlendAdd4f;
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#endif
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#ifdef COMPILE_ENABLE_FOG
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vec3 fogPos = v_position4f.xyz / v_position4f.w;
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float dist = sqrt(dot(fogPos, fogPos));
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float fogDensity = u_fogParameters4f.y;
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float fogStart = u_fogParameters4f.z;
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float fogEnd = u_fogParameters4f.w;
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float f = u_fogParameters4f.x > 0.0 ? 1.0 - pow(2.718, -(fogDensity * dist)) :
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(dist - fogStart) / (fogEnd - fogStart);
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color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
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#endif
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output4f = color;
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}
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