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#line 2
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/*
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* Copyright (c) 2024 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision mediump float;
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precision mediump sampler2D;
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in vec4 v_position4f;
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in vec2 v_texCoord2f;
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in vec4 v_color4f;
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in vec2 v_lightmap2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform sampler2D u_lightmapTexture;
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uniform mat4 u_inverseViewMatrix4f;
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layout(std140) uniform u_chunkLightingData {
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mediump int u_dynamicLightCount1i;
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mediump int _paddingA_;
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mediump int _paddingB_;
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mediump int _paddingC_;
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mediump vec4 u_dynamicLightArray[12];
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};
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void main() {
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vec4 color = texture(u_inputTexture, v_texCoord2f) * v_color4f;
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if(color.a < 0.004) {
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discard;
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}
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vec4 light;
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float blockLight = v_lightmap2f.x;
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float diffuse = 0.0;
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float len;
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if(u_dynamicLightCount1i > 0) {
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vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
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worldPosition4f.xyz /= worldPosition4f.w;
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vec3 normalVector3f = normalize(u_inverseViewMatrix4f[2].xyz);
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int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i;
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for(int i = 0; i < safeLightCount; ++i) {
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light = u_dynamicLightArray[i];
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light.xyz = light.xyz - worldPosition4f.xyz;
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len = length(light.xyz);
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diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
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}
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blockLight = min(blockLight + diffuse * 0.066667, 1.0);
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}
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color *= texture(u_lightmapTexture, vec2(blockLight, v_lightmap2f.y));
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output4f = color;
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}
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