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peytonplayz585 2023-08-26 16:31:51 -05:00
parent 4404478401
commit beede5c3dd
6047 changed files with 599972 additions and 0 deletions

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.gradle
.settings
.classpath
.project
build
bin
proxyServer/bin
proxyServer/rundir
desktopRuntime/_eagstorage*
desktopRuntime/eclipseProject/bin*
desktopRuntime/hs_err_*
desktopRuntime/crash-reports/*
desktopRuntime/options.txt
desktopRuntime/_eagstorage*

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@echo off
title epkcompiler
echo compiling, please wait...
java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk"
echo finished compiling epk
pause

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#!/bin/sh
java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk"

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@echo off
title MakeOfflineDownload
java -cp "desktopRuntime/MakeOfflineDownload.jar;desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeOfflineDownload "javascript/OfflineDownloadTemplate.txt" "javascript/classes.js;javascript/fix-webm-duration.js" "javascript/assets.epk" "javascript/EaglercraftX_1.8_Offline_en_US.html" "javascript/EaglercraftX_1.8_Offline_International.html" "javascript/lang"
pause

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#!/bin/sh
java -cp "desktopRuntime/MakeOfflineDownload.jar:desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeOfflineDownload "javascript/OfflineDownloadTemplate.txt" "javascript/classes.js:javascript/fix-webm-duration.js" "javascript/assets.epk" "javascript/EaglercraftX_1.8_Offline_en_US.html" "javascript/EaglercraftX_1.8_Offline_International.html" "javascript/lang"

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buildscript {
repositories {
mavenCentral()
}
dependencies {
classpath 'io.github.zebalu:teavm-gradle-plugin:1.0.0'
}
}
apply plugin: 'java'
apply plugin: 'eclipse'
apply plugin: 'io.github.zebalu.teavm-gradle-plugin'
sourceCompatibility = 1.8
targetCompatibility = 1.8
sourceSets {
main {
java {
srcDir 'src/main/java'
srcDir 'src/teavm/java'
}
}
}
repositories {
mavenCentral()
}
dependencies {
/** we use 0.6.1 due to performance issues on 7.0.0 */
implementation 'org.teavm:teavm-platform:0.6.1'
implementation('org.teavm:teavm-classlib:0.6.1') {
exclude group: 'com.google.code.gson', module: 'gson'
}
}
teavm {
compileScopes = null;
minifying = true;
maxTopLevelNames = 10000;
properties = null;
debugInformationGenerated = false;
sourceMapsGenerated = true;
sourceFilesCopied = false;
incremental = false;
transformers = null;
/** Where to save the result */
targetDirectory = file("javascript");
/** The directory to monitor to decide if compile is up-to-date or not */
sourceDirectory = file("src");
/** How to name the result file. */
targetFileName = "classes.js";
/** Which class holds your public static void main(Strin[] args) method */
mainClass = 'net.lax1dude.eaglercraft.v1_8.internal.teavm.MainClass';
/** This will be the name of your main method after compilation. */
entryPointName = 'main';
classesToPreserve = null;
stopOnErrors = false;
optimizationLevel = "ADVANCED"; //org.teavm.vm.TeaVMOptimizationLevel.SIMPLE;
fastGlobalAnalysis = false;
targetType = "JAVASCRIPT"; //org.teavm.tooling.TeaVMTargetType.JAVASCRIPT;
cacheDirectory = null;
wasmVersion = "V_0x1"; //org.teavm.backend.wasm.render.WasmBinaryVersion.V_0x1;
minHeapSize = 4;
maxHeapSize = 128;
outOfProcess = false;
processMemory = 512;
longjmpSupported = true;
heapDump = false;
/** Add name of configurations here where to look for jarfiles. */
includeJarsFrom = [];
/** By default teavmc taskd epends on javaCompile task, unless this varaibale is true. */
skipJavaCompile = false;
}

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Copyright (c) 2012-present Lightweight Java Game Library
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
- Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
- Neither the name Lightweight Java Game Library nor the names of
its contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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Copyright 2018 The ANGLE Project Authors.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
Neither the name of TransGaming Inc., Google Inc., 3DLabs Inc.
Ltd., nor the names of their contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<launchConfiguration type="org.eclipse.jdt.launching.localJavaApplication">
<listAttribute key="org.eclipse.debug.core.MAPPED_RESOURCE_PATHS">
<listEntry value="/eclipseProject/src_main_java/net/lax1dude/eaglercraft/v1_8/internal/lwjgl/MainClass.java"/>
</listAttribute>
<listAttribute key="org.eclipse.debug.core.MAPPED_RESOURCE_TYPES">
<listEntry value="1"/>
</listAttribute>
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
<listEntry value="org.eclipse.debug.ui.launchGroup.debug"/>
<listEntry value="org.eclipse.debug.ui.launchGroup.run"/>
</listAttribute>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_ATTR_USE_ARGFILE" value="false"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_SHOW_CODEDETAILS_IN_EXCEPTION_MESSAGES" value="true"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_USE_CLASSPATH_ONLY_JAR" value="false"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_USE_START_ON_FIRST_THREAD" value="true"/>
<stringAttribute key="org.eclipse.jdt.launching.MAIN_TYPE" value="net.lax1dude.eaglercraft.v1_8.internal.lwjgl.MainClass"/>
<stringAttribute key="org.eclipse.jdt.launching.MODULE_NAME" value="eclipseProject"/>
<stringAttribute key="org.eclipse.jdt.launching.PROJECT_ATTR" value="eclipseProject"/>
<stringAttribute key="org.eclipse.jdt.launching.VM_ARGUMENTS" value="-Djava.library.path=."/>
<stringAttribute key="org.eclipse.jdt.launching.WORKING_DIRECTORY" value="C:/Users/peyto/Downloads/bafybeiakklgbdjufhlcbsf2hksxbmxgyilobmvtcogt6ltdtweh5nyvbvi/../eaglercraft_1.8_workspace/desktopRuntime"/>
</launchConfiguration>

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Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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Unless otherwise specified, files in the jemalloc source distribution are
subject to the following license:
--------------------------------------------------------------------------------
Copyright (C) 2002-2018 Jason Evans <jasone@canonware.com>.
All rights reserved.
Copyright (C) 2007-2012 Mozilla Foundation. All rights reserved.
Copyright (C) 2009-2018 Facebook, Inc. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice(s),
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice(s),
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER(S) ``AS IS'' AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL THE COPYRIGHT HOLDER(S) BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------------

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/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

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Copyright 2020 Jens Axboe
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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GNU LIBRARY GENERAL PUBLIC LICENSE
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
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To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

View File

@ -0,0 +1,651 @@
EaglercraftX Developers
~~~~~~~~~~~~~~~~~~~~~~~
lax1dude:
- Creator of Eaglercraft
- Ported the Minecraft 1.8 client src to TeaVM
- Wrote HW accelerated OpenGL 1.3 emulator
- Wrote the default shader pack
- Made the integrated PBR resource pack
- Wrote all desktop emulation code
- Wrote EaglercraftXBungee
- Wrote the patch and build system
ayunami2000:
- Many bug fixes
- Added resource packs
- Added screen recording
- Added seamless fullscreen
- Created the replit
Code used within EaglercraftX
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: TeaVM
Project Author: Alexey Andreev
Project URL: https://teavm.org/
Used For: Compiling Java to JS, JRE implementation
* Copyright 2014 Alexey Andreev.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: LWJGL 3
Project Author: Spasi
Project URL: https://www.lwjgl.org
Used For: OpenGL, OpenAL, and GLFW bindings in desktop debug runtime
* Copyright (c) 2012-present Lightweight Java Game Library
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* - Neither the name Lightweight Java Game Library nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: ANGLE
Project Author: Google
Project URL: https://angleproject.org/
Used For: OpenGL ES 3.0 emulation in desktop debug runtime
* Copyright 2018 The ANGLE Project Authors.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
*
* Neither the name of TransGaming Inc., Google Inc., 3DLabs Inc.
* Ltd., nor the names of their contributors may be used to endorse
* or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: NVIDIA FXAA
Project Author: Timothy Lottes, NVIDIA
Project URL: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
Used For: in-game hardware accelerated FXAA antialiasing (when enabled)
* ==============================================================================
*
*
* NVIDIA FXAA 3.11 by TIMOTHY LOTTES
*
*
* ------------------------------------------------------------------------------
* COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
* ------------------------------------------------------------------------------
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
* OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
* LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
* OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
* THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGES.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: java-diff-utils
Project Author: Google, forked by wumpz
Project URL: https://java-diff-utils.github.io/java-diff-utils/
Used For: generating and applying patch files in build system
* Copyright 2009-2017 java-diff-utils.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Google Guava
Project Author: Google
Project URL: https://github.com/google/guava
Used For: It's a dependency for Minecraft 1.8
* Copyright (C) 2011 The Guava Authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: javax.annotation
Project Author: Oracle Inc.
Project URL: ??
Used For: Dependency for Google Guava
* Copyright (c) 2005-2018 Oracle and/or its affiliates. All rights reserved.
*
* The contents of this file are subject to the terms of either the GNU
* General Public License Version 2 only ("GPL") or the Common Development
* and Distribution License("CDDL") (collectively, the "License"). You
* may not use this file except in compliance with the License. You can
* obtain a copy of the License at
* https://oss.oracle.com/licenses/CDDL+GPL-1.1
* or LICENSE.txt. See the License for the specific
* language governing permissions and limitations under the License.
*
* When distributing the software, include this License Header Notice in each
* file and include the License file at LICENSE.txt.
*
* GPL Classpath Exception:
* Oracle designates this particular file as subject to the "Classpath"
* exception as provided by Oracle in the GPL Version 2 section of the License
* file that accompanied this code.
*
* Modifications:
* If applicable, add the following below the License Header, with the fields
* enclosed by brackets [] replaced by your own identifying information:
* "Portions Copyright [year] [name of copyright owner]"
*
* Contributor(s):
* If you wish your version of this file to be governed by only the CDDL or
* only the GPL Version 2, indicate your decision by adding "[Contributor]
* elects to include this software in this distribution under the [CDDL or GPL
* Version 2] license." If you don't indicate a single choice of license, a
* recipient has the option to distribute your version of this file under
* either the CDDL, the GPL Version 2 or to extend the choice of license to
* its licensees as provided above. However, if you add GPL Version 2 code
* and therefore, elected the GPL Version 2 license, then the option applies
* only if the new code is made subject to such option by the copyright
* holder.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Apache Commons Lang
Project Author: Apache Software Foundation
Project URL: https://commons.apache.org/proper/commons-lang/
Used For: It's a dependency for Minecraft 1.8
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Apache Commons IO
Project Author: Apache Software Foundation
Project URL: https://commons.apache.org/proper/commons-io/
Used For: simplifying file IO in build system
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Apache Commons CSV
Project Author: Apache Software Foundation
Project URL: https://commons.apache.org/proper/commons-csv/
Used For: loading mod coder pack config files in build system
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: JSON-java
Project Author: Sean Leary (stleary)
Project URL: https://github.com/stleary/JSON-java
Used For: JSON serialization and parsing in client and build system
* Public domain.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Eclipse IDE Java Formatter
Project Author: Eclipse Foundation
Project URL: https://www.eclipse.org/
Used For: Formatting source code in build system before making diffs
* License is here: https://www.eclipse.org/legal/epl-2.0/
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: ObjectWeb ASM
Project Author: OW2
Project URL: https://asm.ow2.io/
Used For: parsing method signatures in build system
* ASM: a very small and fast Java bytecode manipulation framework
* Copyright (c) 2000-2011 INRIA, France Telecom
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the copyright holders nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Bouncy Castle Crypto
Project Author: The Legion of the Bouncy Castle
Project URL: https://www.bouncycastle.org/java.html
Used For: MD5, SHA-1, SHA-256 implementations
* Copyright (c) 2000-2021 The Legion of the Bouncy Castle Inc. (https://www.bouncycastle.org)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without restriction,
* including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
* PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Apache Harmony JRE
Project Author: Apache Software Foundation
Project URL: https://harmony.apache.org/
Used For: TeaVM compatible String.format implementation
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Apache Commons Codec
Project Author: Apache Software Foundation
Project URL: https://commons.apache.org/proper/commons-codec/
Used For: Base64 encoder/decoder implementation
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: JZlib
Project Author: ymnk, JCraft Inc.
Project URL: http://www.jcraft.com/jzlib/
Used For: Deflate and GZIP implementations in client
* Copyright (c) 2011 ymnk, JCraft,Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the distribution.
*
* 3. The names of the authors may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JCRAFT,
* INC. OR ANY CONTRIBUTORS TO THIS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Java-WebSocket
Project Author: Nathan Rajlich (TooTallNate)
Project URL: http://tootallnate.github.io/Java-WebSocket
Used For: WebSockets in desktop runtime
* Copyright (c) 2010-2020 Nathan Rajlich
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Netty
Project Author: Netty Project
Project URL: https://netty.io/
Used For: 'ByteBuf' classes implementations for Minecraft 1.8's networking engine
* Copyright 2015 The Netty Project
*
* The Netty Project licenses this file to you under the Apache License, version 2.0 (the
* "License"); you may not use this file except in compliance with the License. You may obtain a
* copy of the License at:
*
* https://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: 3D Sound System
Project Author: Paul Lamb
Project URL: http://www.paulscode.com/forum/index.php?topic=4.0
Used For: Audio in desktop runtime
* SoundSystem License:
*
* You are free to use this library for any purpose, commercial or
* otherwise. You may modify this library or source code, and distribute it any
* way you like, provided the following conditions are met:
*
* 1) You must abide by the conditions of the aforementioned LWJGL License.
*
* 2) You may not falsely claim to be the author of this library or any
* unmodified portion of it.
*
* 3) You may not copyright this library or a modified version of it and then
* sue me for copyright infringement.
*
* 4) If you modify the source code, you must clearly document the changes made
* before redistributing the modified source code, so other users know it is not
* the original code.
*
* 5) You are not required to give me credit for this library in any derived
* work, but if you do, you must also mention my website:
* http://www.paulscode.com
*
* 6) I the author will not be responsible for any damages (physical, financial,
* or otherwise) caused by the use if this library or any part of it.
*
* 7) I the author do not guarantee, warrant, or make any representations,
* either expressed or implied, regarding the use of this library or any part of
* it.
*
* Author: Paul Lamb
* http://www.paulscode.com
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: JOrbis
Project Author: ymnk, JCraft Inc.
Project URL: http://www.jcraft.com/jorbis/
Used For: Audio in desktop runtime
* JOrbis
* Copyright (C) 2000 ymnk, JCraft,Inc.
*
* Written by: 2000 ymnk<ymnk@jcraft.com>
*
* Many thanks to
* Monty <monty@xiph.org> and
* The XIPHOPHORUS Company http://www.xiph.org/ .
* JOrbis has been based on their awesome works, Vorbis codec.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public License
* as published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: sqlite-jdbc
Project Author: Taro L. Saito (xerial)
Project URL: https://github.com/xerial/sqlite-jdbc
Used For: Default skin cache and authentication JDBC driver in EaglerXBungee
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: fix-webm-duration
Project Author: Yury Sitnikov
Project URL: https://github.com/yusitnikov/fix-webm-duration
Used For: Post-processing screen recordings to add durations to the file headers
* The MIT license
*
* Copyright (c) 2018 Yury Sitnikov
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform vec4 u_colorBias4f;
void main() {
output4f = texture(u_inputTexture, v_texCoord2f) * v_color4f + u_colorBias4f;
if(output4f.a < 0.004) {
discard;
}
}

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec3 a_position3f;
layout(location = 1) in vec2 c_position2i;
layout(location = 2) in vec2 c_coords2i;
layout(location = 3) in vec4 c_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
uniform mat4 u_matrixTransform;
uniform vec2 u_charSize2f;
uniform vec2 u_charCoordSize2f;
uniform vec4 u_color4f;
void main() {
v_color4f = c_color4f.bgra;
float shadowBit = a_position3f.z;
float boldBit = shadowBit >= 0.5 ? 1.0 : 0.0;
shadowBit -= boldBit * 0.5;
v_color4f.rgb *= (1.0 - shadowBit * 3.0);
v_texCoord2f = (c_coords2i + a_position3f.xy) * u_charCoordSize2f;
vec2 pos2d = c_position2i + vec2(shadowBit * 4.0);
pos2d += a_position3f.xy * u_charSize2f;
pos2d.x += boldBit;
float italicBit = v_color4f.a >= 0.5 ? 2.0 : 0.0;
v_color4f.a -= italicBit * 0.25;
pos2d.x -= (a_position3f.y - 0.5) * italicBit;
v_color4f.a *= 2.0;
v_color4f *= u_color4f;
gl_Position = u_matrixTransform * vec4(pos2d, 0.0, 1.0);
}

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
void main() {
output4f = texture(u_inputTexture, v_texCoord2f) * v_color4f;
if(output4f.a < 0.004) {
discard;
}
}

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
uniform mat4 u_matrixTransform;
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec4 u_transformParam_1_2_3_4_f;
uniform float u_transformParam_5_f;
uniform vec4 u_color4f;
uniform sampler2D u_lightmapTexture;
void main() {
v_color4f = u_color4f * p_color4f.bgra * texture(u_lightmapTexture, p_lightMap2f);
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
}

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
in vec4 v_position4f;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 v_texture2f;
#endif
uniform vec4 u_color4f;
#ifdef COMPILE_BLEND_ADD
uniform vec4 u_colorBlendSrc4f;
uniform vec4 u_colorBlendAdd4f;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec3 v_normal3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 v_lightmap2f;
#endif
#ifdef COMPILE_ENABLE_TEXTURE2D
uniform sampler2D u_samplerTexture;
#if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN)
uniform vec2 u_textureCoords01;
#endif
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
uniform sampler2D u_samplerLightmap;
#ifndef COMPILE_LIGHTMAP_ATTRIB
uniform vec2 u_textureCoords02;
#endif
#endif
#ifdef COMPILE_ENABLE_ALPHA_TEST
uniform float u_alphaTestRef1f;
#endif
#ifdef COMPILE_ENABLE_MC_LIGHTING
uniform int u_lightsEnabled1i;
uniform vec4 u_lightsDirections4fv[4];
uniform vec3 u_lightsAmbient3f;
#ifndef COMPILE_NORMAL_ATTRIB
uniform vec3 u_uniformNormal3f;
#endif
#endif
#ifdef COMPILE_ENABLE_FOG
uniform vec4 u_fogParameters4f;
uniform vec4 u_fogColor4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
in vec3 v_objectPosition3f;
uniform ivec4 u_texGenPlane4i;
uniform vec4 u_texGenS4f;
uniform vec4 u_texGenT4f;
uniform vec4 u_texGenR4f;
uniform vec4 u_texGenQ4f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
uniform vec2 u_textureAnisotropicFix;
#endif
layout(location = 0) out vec4 output4f;
void main() {
#ifdef COMPILE_COLOR_ATTRIB
vec4 color = v_color4f * u_color4f;
#else
vec4 color = u_color4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
vec4 texGenVector;
vec4 texGenPosSrc[2];
texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0);
texGenPosSrc[1] = v_position4f;
texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f);
texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f);
texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f);
texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f);
texGenVector = u_textureMat4f01 * texGenVector;
color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w);
#ifdef COMPILE_ENABLE_ALPHA_TEST
if(color.a < u_alphaTestRef1f) discard;
#endif
#else
#ifdef COMPILE_ENABLE_TEXTURE2D
#ifdef COMPILE_TEXTURE_ATTRIB
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
// filtering enabled, so it needs this stupid fix to 'work'
vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix);
#else
color *= texture(u_samplerTexture, v_texture2f);
#endif
#else
color *= texture(u_samplerTexture, u_textureCoords01);
#endif
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
#ifdef COMPILE_LIGHTMAP_ATTRIB
color *= texture(u_samplerLightmap, v_lightmap2f);
#else
color *= texture(u_samplerLightmap, u_textureCoords02);
#endif
#endif
#ifdef COMPILE_BLEND_ADD
color = color * u_colorBlendSrc4f + u_colorBlendAdd4f;
#endif
#ifdef COMPILE_ENABLE_ALPHA_TEST
if(color.a < u_alphaTestRef1f) discard;
#endif
#endif
#ifdef COMPILE_ENABLE_MC_LIGHTING
#ifdef COMPILE_NORMAL_ATTRIB
vec3 normal = normalize(v_normal3f);
#else
vec3 normal = u_uniformNormal3f;
#endif
float diffuse = 0.0;
vec4 light;
for(int i = 0; i < u_lightsEnabled1i; ++i) {
light = u_lightsDirections4fv[i];
diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
}
color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
#endif
#ifdef COMPILE_ENABLE_FOG
vec3 fogPos = v_position4f.xyz / v_position4f.w;
float dist = sqrt(dot(fogPos, fogPos));
float fogDensity = u_fogParameters4f.y;
float fogStart = u_fogParameters4f.z;
float fogEnd = u_fogParameters4f.w;
float f = u_fogParameters4f.x > 0.0 ? 1.0 - exp(-fogDensity * dist) :
(dist - fogStart) / (fogEnd - fogStart);
color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
#endif
output4f = color;
}

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#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
in vec3 a_position3f;
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
#define _COMPILE_VARYING_POSITION
#endif
#ifdef _COMPILE_VARYING_POSITION
out vec4 v_position4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
out vec3 v_objectPosition3f;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 a_color4f;
out vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
out vec3 v_normal3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
out vec2 v_lightmap2f;
uniform mat4 u_textureMat4f02;
#endif
#ifdef _COMPILE_VARYING_POSITION
uniform mat4 u_modelviewMat4f;
uniform mat4 u_projectionMat4f;
#else
uniform mat4 u_modelviewProjMat4f;
#ifdef COMPILE_NORMAL_ATTRIB
uniform mat4 u_modelviewMat4f;
#endif
#endif
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
void main() {
#ifdef COMPILE_ENABLE_TEX_GEN
v_objectPosition3f = a_position3f;
#endif
#ifdef _COMPILE_VARYING_POSITION
v_position4f = u_modelviewMat4f * vec4(a_position3f, 1.0);
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#ifdef COMPILE_COLOR_ATTRIB
v_color4f = a_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
#endif
#ifdef _COMPILE_VARYING_POSITION
gl_Position = u_projectionMat4f * v_position4f;
#else
gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
#endif
}

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#line 2
/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
out vec2 v_lightmap2f;
#ifdef COMPILE_FORWARD_VSH
out vec4 v_position4f;
uniform mat4 u_modelViewMatrix4f;
uniform mat4 u_projectionMatrix4f;
#endif
#ifdef COMPILE_GBUFFER_VSH
uniform mat4 u_matrixTransform;
#endif
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec4 u_transformParam_1_2_3_4_f;
uniform float u_transformParam_5_f;
void main() {
v_color4f = p_color4f.bgra;
v_lightmap2f = p_lightMap2f;
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
#ifdef COMPILE_GBUFFER_VSH
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
#endif
#ifdef COMPILE_FORWARD_VSH
v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
gl_Position = u_projectionMatrix4f * v_position4f;
#endif
}

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#line 2
/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
precision highp sampler2DShadow;
in vec4 v_position4f;
in vec2 v_texCoord2f;
in vec4 v_color4f;
in vec2 v_lightmap2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_diffuseTexture;
uniform vec2 u_textureYScale2f;
uniform mat4 u_inverseViewMatrix4f;
#ifdef COMPILE_DYNAMIC_LIGHTS
struct DynamicLight {
mediump vec4 u_lightPosition4f;
mediump vec4 u_lightColor4f;
};
layout(std140) uniform u_chunkLightingData {
mediump int u_dynamicLightCount1i;
mediump int _paddingA_;
mediump int _paddingB_;
mediump int _paddingC_;
DynamicLight u_dynamicLightArray[12];
};
#endif
layout(std140) uniform u_worldLightingData {
mediump vec4 u_sunDirection4f;
mediump vec4 u_sunColor3f_sky1f;
mediump vec4 u_fogParameters4f;
mediump vec4 u_fogColorLight4f;
mediump vec4 u_fogColorDark4f;
mediump vec4 u_fogColorAddSun4f;
mediump vec4 u_blockSkySunDynamicLightFac4f;
#ifdef COMPILE_SUN_SHADOW_LOD0
mediump mat4 u_sunShadowMatrixLOD04f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 1.0
#endif
#ifdef COMPILE_SUN_SHADOW_LOD1
mediump mat4 u_sunShadowMatrixLOD04f;
mediump mat4 u_sunShadowMatrixLOD14f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 0.5
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
mediump mat4 u_sunShadowMatrixLOD04f;
mediump mat4 u_sunShadowMatrixLOD14f;
mediump mat4 u_sunShadowMatrixLOD24f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 0.3333333
#endif
};
uniform sampler2D u_samplerNormalMaterial;
uniform sampler2D u_metalsLUT;
#define LIB_INCLUDE_PBR_LIGHTING_FUNCTION
#define LIB_INCLUDE_PBR_LIGHTING_PREFETCH
#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl"
uniform sampler2D u_irradianceMap;
#ifdef DO_COMPILE_SUN_SHADOWS
uniform sampler2DShadow u_sunShadowDepthTexture;
#endif
void main() {
vec4 worldPosition4f;
vec4 worldDirection4f;
vec4 diffuseColor4f;
vec3 normalVector3f;
vec2 lightmapCoords2f;
vec3 materialData3f;
// =========== RESOLVE CONSTANTS ============ //
worldPosition4f = u_inverseViewMatrix4f * v_position4f;
worldPosition4f.xyz /= worldPosition4f.w;
worldPosition4f.w = 1.0;
worldDirection4f = u_inverseViewMatrix4f * vec4(v_position4f.xyz / v_position4f.w, 0.0);
worldDirection4f.xyz = normalize(worldDirection4f.xyz);
lightmapCoords2f = v_lightmap2f;
normalVector3f = normalize(u_inverseViewMatrix4f[2].xyz);
// ========= CALCULATE DIFFUSE COLOR ========== //
diffuseColor4f = texture(u_diffuseTexture, v_texCoord2f) * v_color4f;
// ============= ALPHA TEST ============== //
if(diffuseColor4f.a < 0.004) discard;
// ========== RESOLVE MATERIALS =========== //
materialData3f = texture(u_samplerNormalMaterial, vec2(v_texCoord2f.x, v_texCoord2f.y * u_textureYScale2f.x + u_textureYScale2f.y)).rgb;
vec3 metalN, metalK;
PREFETCH_METALS(diffuseColor4f.rgb, materialData3f.g, metalN, metalK)
// ============ SUN LIGHTING ============== //
diffuseColor4f.rgb *= diffuseColor4f.rgb;
vec3 lightColor3f = vec3(0.0);
if(dot(u_sunDirection4f.xyz, normalVector3f) > 0.0 && lightmapCoords2f.g > 0.5 &&
(u_sunColor3f_sky1f.r + u_sunColor3f_sky1f.g + u_sunColor3f_sky1f.b) > 0.001) {
#ifdef DO_COMPILE_SUN_SHADOWS
// ========== SUN SHADOW: LOD0 ============ //
float skyLight = max(lightmapCoords2f.g * 2.0 - 1.0, 0.0);
float shadowSample = 1.0;
vec4 shadowWorldPos4f = worldPosition4f;
shadowWorldPos4f.xyz += normalVector3f * 0.05;
vec4 shadowTexPos4f;
vec2 tmpVec2;
for(;;) {
shadowTexPos4f = u_sunShadowMatrixLOD04f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowTexPos4f.z), 0.0);
break;
}
#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
shadowTexPos4f = u_sunShadowMatrixLOD14f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowTexPos4f.y += 1.0;
shadowTexPos4f.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy, shadowTexPos4f.z + 0.00015), 0.0);
break;
}
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
shadowTexPos4f = u_sunShadowMatrixLOD24f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowTexPos4f.y += 2.0;
shadowTexPos4f.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy, shadowTexPos4f.z + 0.00015), 0.0);
}
#endif
break;
}
#endif
lightColor3f = u_sunColor3f_sky1f.rgb * max(lightmapCoords2f.g * 2.0 - 1.0, 0.0);
#ifdef DO_COMPILE_SUN_SHADOWS
lightColor3f *= shadowSample * skyLight;
#endif
vec3 normalWrap3f = normalVector3f * (dot(-worldDirection4f.xyz, normalVector3f) < 0.0 ? -1.0 : 1.0);
lightColor3f = eaglercraftLighting(diffuseColor4f.rgb, lightColor3f, -worldDirection4f.xyz, u_sunDirection4f.xyz, normalWrap3f, materialData3f, metalN, metalK) * u_blockSkySunDynamicLightFac4f.z;
}
// =========== IRRADIANCE MAP =========== //
lightmapCoords2f *= lightmapCoords2f;
vec3 irradianceMapSamplePos2f = normalVector3f;
irradianceMapSamplePos2f.xz /= abs(irradianceMapSamplePos2f.y) + 1.0;
float dst = 1.0 - dot(irradianceMapSamplePos2f.xz, irradianceMapSamplePos2f.xz);
dst *= dst;
irradianceMapSamplePos2f.xz *= 0.975;
vec3 skyLight = vec3(sqrt(0.01 + max(u_sunDirection4f.w, 0.0)));
if(dst < 0.005) {
vec4 sample1 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0);
vec4 sample2 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0);
skyLight += mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, irradianceMapSamplePos2f.y * -12.5 + 0.5)).rgb;
}else {
irradianceMapSamplePos2f.xz *= vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : -0.25);
irradianceMapSamplePos2f.xz += vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : 0.75);
skyLight += textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz, 0.0).rgb;
}
skyLight *= lightmapCoords2f.g * u_sunColor3f_sky1f.w;
#ifdef COMPILE_DYNAMIC_LIGHTS
// =========== DYNAMIC LIGHTING =========== //
vec3 dlightDist3f, dlightDir3f, dlightColor3f;
int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i; // hate this
for(int i = 0; i < safeLightCount; ++i) {
dlightDist3f = worldPosition4f.xyz - u_dynamicLightArray[i].u_lightPosition4f.xyz;
dlightDir3f = normalize(dlightDist3f);
dlightDir3f = dlightDir3f * (dot(dlightDir3f, normalVector3f) < 0.0 ? 1.0 : -1.0);
dlightDir3f = materialData3f.b == 1.0 ? normalVector3f : -dlightDir3f;
if(dot(dlightDir3f, normalVector3f) <= 0.0) {
continue;
}
dlightColor3f = u_dynamicLightArray[i].u_lightColor4f.rgb / dot(dlightDist3f, dlightDist3f);
if(dlightColor3f.r + dlightColor3f.g + dlightColor3f.b < 0.025) {
continue;
}
lightColor3f += eaglercraftLighting(diffuseColor4f.rgb, dlightColor3f, -worldDirection4f.xyz, dlightDir3f, normalVector3f, materialData3f, metalN, metalK) * u_blockSkySunDynamicLightFac4f.w;
}
#endif
// ============ OUTPUT COLOR ============== //
vec3 blockLight = lightmapCoords2f.r * vec3(1.0, 0.5809, 0.2433) * 2.0 * u_blockSkySunDynamicLightFac4f.x;
skyLight *= u_blockSkySunDynamicLightFac4f.y;
float emissive = materialData3f.b == 1.0 ? 0.0 : materialData3f.b;
diffuseColor4f.rgb *= max(skyLight + blockLight, vec3(emissive * emissive * 20.0 + 0.075)) * 0.075;
diffuseColor4f.rgb += lightColor3f;
output4f = vec4(diffuseColor4f.rgb * diffuseColor4f.a, diffuseColor4f.a);
}

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#line 2
/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
in vec2 v_lightmap2f;
layout(location = 0) out vec4 gbufferColor4f;
layout(location = 1) out vec4 gbufferNormal4f;
layout(location = 2) out vec4 gbufferMaterial4f;
uniform sampler2D u_diffuseTexture;
uniform sampler2D u_samplerNormalMaterial;
uniform vec2 u_textureYScale2f;
void main() {
vec4 diffuseRGBA = texture(u_diffuseTexture, v_texCoord2f) * v_color4f;
if(diffuseRGBA.a < 0.004) {
discard;
}
gbufferColor4f = vec4(diffuseRGBA.rgb, v_lightmap2f.r);
gbufferNormal4f = vec4(0.5, 0.5, 1.0, v_lightmap2f.g);
gbufferMaterial4f = vec4(texture(u_samplerNormalMaterial, vec2(v_texCoord2f.x, v_texCoord2f.y * u_textureYScale2f.x + u_textureYScale2f.y)).rgb, 1.0);
}

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these are just low quality fallback material textures for the default vanilla resource pack when no PBR resource pack is loaded, if you would like to make a PBR resource pack put your _n and _s textures in the "/assets/minecraft/textures/" directory of your zip file, do not modify any files within "/assets/eagler/glsl/deferred/assets_pbr/textures/" because they will not be recognized

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