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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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// To use centroid sampling we need to have version 300 es shaders, which requires changing:
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// attribute to in
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// varying to out when in vertex shaders or in when in fragment shaders
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// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
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// texture2D to texture
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#if __VERSION__ >= 300
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#define attribute in
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#define varying out
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#ifdef MSAA_FRAMEBUFFER_ENABLED
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#define _centroid centroid
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#else
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#define _centroid
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#endif
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_centroid out vec2 uv0;
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_centroid out vec2 uv1;
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#else
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varying vec2 uv0;
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varying vec2 uv1;
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#endif
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varying vec4 color;
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#ifdef FOG
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varying vec4 fogColor;
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#endif
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#ifdef NEAR_WATER
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varying float cameraDist;
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#endif
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#ifdef AS_ENTITY_RENDERER
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uniform MAT4 WORLDVIEWPROJ;
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#else
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uniform MAT4 WORLDVIEW;
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uniform MAT4 PROJ;
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#endif
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uniform vec4 FOG_COLOR;
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uniform vec2 FOG_CONTROL;
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uniform float RENDER_DISTANCE;
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uniform vec2 VIEWPORT_DIMENSION;
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uniform vec4 CURRENT_COLOR; //current color r contains the offset to apply to the fog for the "fade in"
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uniform POS4 CHUNK_ORIGIN_AND_SCALE;
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uniform POS3 VIEW_POS;
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uniform float FAR_CHUNKS_DISTANCE;
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attribute POS4 POSITION;
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attribute vec4 COLOR;
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attribute vec2 TEXCOORD_0;
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attribute vec2 TEXCOORD_1;
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const float rA = 1.0;
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const float rB = 1.0;
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const vec3 UNIT_Y = vec3(0,1,0);
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const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
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void main()
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{
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POS4 worldPos;
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#ifdef AS_ENTITY_RENDERER
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POS4 pos = WORLDVIEWPROJ * POSITION;
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worldPos = pos;
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#else
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worldPos.xyz = (POSITION.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
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worldPos.w = 1.0;
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// Transform to view space before projection instead of all at once to avoid floating point errors
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// Not required for entities because they are already offset by camera translation before rendering
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// World position here is calculated above and can get huge
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POS4 pos = WORLDVIEW * worldPos;
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pos = PROJ * pos;
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#endif
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gl_Position = pos;
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uv0 = TEXCOORD_0;
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uv1 = TEXCOORD_1;
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color = COLOR;
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///// find distance from the camera
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#if defined(FOG) || defined(NEAR_WATER)
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#ifdef FANCY
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vec3 relPos = -worldPos.xyz;
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float cameraDepth = length(relPos);
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#ifdef NEAR_WATER
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cameraDist = cameraDepth / FAR_CHUNKS_DISTANCE;
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#endif
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#else
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float cameraDepth = pos.z;
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#ifdef NEAR_WATER
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vec3 relPos = -worldPos.xyz;
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float camDist = length(relPos);
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cameraDist = camDist / FAR_CHUNKS_DISTANCE;
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#endif
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#endif
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#endif
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///// apply fog
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#ifdef FOG
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float len = cameraDepth / RENDER_DISTANCE;
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#ifdef ALLOW_FADE
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len += CURRENT_COLOR.r;
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#endif
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fogColor.rgb = FOG_COLOR.rgb;
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fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
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// TODO: Make groundfog configurable
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// fogColor.a = max(fogColor.a, clamp(-worldPos.y / 10.0, 0.0, 1.0));
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#endif
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///// water magic
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#ifdef NEAR_WATER
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#ifdef FANCY /////enhance water
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float F = dot(normalize(relPos), UNIT_Y);
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F = 1.0 - max(F, 0.1);
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F = 1.0 - mix(F*F*F*F, 1.0, min(1.0, cameraDepth / FAR_CHUNKS_DISTANCE));
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color.rg -= vec2(F * DIST_DESATURATION);
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vec4 depthColor = vec4(color.rgb * 0.5, 1.0);
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vec4 traspColor = vec4(color.rgb * 0.45, 0.8);
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vec4 surfColor = vec4(color.rgb, 1.0);
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vec4 nearColor = mix(traspColor, depthColor, color.a);
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color = mix(surfColor, nearColor, F);
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#else
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// Completely insane, but if I don't have these two lines in here, the water doesn't render on a Nexus 6
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vec4 surfColor = vec4(color.rgb, 1.0);
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color = surfColor;
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color.a = pos.z / FAR_CHUNKS_DISTANCE + 0.5;
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#endif //FANCY
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#endif
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}
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