2026-05-01 13:07:13 +02:00

554 lines
22 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/final.glsl"
#include "/lib/shaderSettings/activateSettings.glsl"
#include "/lib/shaderSettings/longExposure.glsl"
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
noperspective in vec2 texCoord;
//Pipeline Constants//
#include "/lib/pipelineSettings.glsl"
//Common Variables//
vec2 view = vec2(viewWidth, viewHeight);
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
#include "/lib/voxelization/SSBOs/clearSSBOs.glsl"
#endif
//Common Functions//
#if IMAGE_SHARPENING > 0
vec2 viewD = 1.0 / vec2(viewWidth, viewHeight);
vec2 sharpenOffsets[4] = vec2[4](
vec2( viewD.x, 0.0),
vec2( 0.0, viewD.x),
vec2(-viewD.x, 0.0),
vec2( 0.0, -viewD.x)
);
void SharpenImage(inout vec3 color, vec2 texCoordM) {
#ifdef TAA
float sharpenMult = IMAGE_SHARPENING;
#else
float sharpenMult = IMAGE_SHARPENING * 0.5;
#endif
float mult = 0.0125 * sharpenMult;
color *= 1.0 + 0.05 * sharpenMult;
for (int i = 0; i < 4; i++) {
color -= texture2D(colortex3, texCoordM + sharpenOffsets[i]).rgb * mult;
}
}
#endif
float retroNoise (vec2 noise) {
return fract(sin(dot(noise.xy,vec2(10.998,98.233)))*12433.14159265359);
}
vec2 curveDisplay(vec2 texCoord, float curvatureAmount, int screenRoundness) {
texCoord = texCoord * 2.0 - 1.0;
vec2 offset = abs(texCoord.yx) * curvatureAmount * 0.5;
if (screenRoundness == 1) {
offset *= offset;
} else if (screenRoundness == 2) {
offset *= pow2(offset);
} else if (screenRoundness == 3) {
offset *= pow3(offset);
}
texCoord += texCoord * offset;
return texCoord * 0.5 + 0.5;
}
vec2 border(vec2 texCoord) {
const float borderAmount = 2.0 + BORDER_AMOUNT * 0.1;
texCoord = texCoord * borderAmount - borderAmount * 0.5;
return texCoord * 0.5 + 0.5;
}
vec3 scanline(vec2 texCoord, vec3 color, float frequency, float intensity, float speed, float amount, vec3 scanlineRGB, bool monochrome, bool flipDirection) {
if (flipDirection) {
texCoord = texCoord.yx;
}
float count = viewHeight * amount;
vec2 scanlineColor = vec2(
sin(mod(texCoord.y + frameTimeCounter * 0.2 * speed, frequency) * count),
cos(mod(texCoord.y + frameTimeCounter * 0.5 * speed, 0.7 * frequency) * count)
);
vec3 scanlines;
if (monochrome) {
scanlines = vec3(scanlineColor.y + scanlineColor.x * 0.2);
} else {
scanlines = vec3(scanlineColor.x * scanlineRGB.r, scanlineColor.y * scanlineRGB.g, scanlineColor.x * scanlineRGB.b);
}
return color += color * scanlines * intensity * 0.1;
}
float halftones(vec2 texCoord, float angle, float scale) { // Thanks to https://www.shadertoy.com/view/4sBBDK by starea
vec2 coord = texCoord * viewSize;
vec2 dots = rotate(angle) * coord * scale;
return sin(dots.x) * sin(dots.y) * 4.0;
}
float noiseSpeedLines(float a, float p, float s) {
float p1 = hash11Modified(mod(floor(a), p), s);
float p2 = hash11Modified(mod(floor(a) + 2.0, p), s);
return smoothstep(0.0, 0.1, mix(p1, p2, smoothstep(0.0, 1.0, fract(a))) - 0.3);
}
float layeredNoiseSpeedLines(float a, float s) {
return noiseSpeedLines(a, 20.0, s) + noiseSpeedLines(a * 5.0, 20.0 * 5.0, s);
}
float speedLines(vec2 uv, float speed) { // Thanks to https://www.shadertoy.com/view/NldyDn by HalbFettKaese - modified a bit
uv = uv * 2.0 - 1.0;
float a = atan(uv.x, uv.y) / pi;
float value = layeredNoiseSpeedLines((a * 17) * (1.9 - SPEED_LINE_THICKNESS) * 1.5, (floor(frameTimeCounter * 10.0 * SPEED_LINES_SPEED) / 10.0) * 2.0);
value -= 1.0 / length(uv) * 0.9;
return clamp(value, 0.0, 0.1 * speed);
}
float randomNoiseOverlay1(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float grid(float uv) {
if (hideGUI == 1) return 0.0;
float mainLine = smoothstep(0.9995 * (1.0 - MAIN_GRID_INTERVAL * 0.00005), 1.0, cos(uv * tau / (1.0 / MAIN_GRID_INTERVAL))) * 0.3;
float subLine = smoothstep(0.9998 * (1.0 - SUB_GRID_INTERVAL * 0.00075), 1.0, cos(uv * tau * SUB_GRID_INTERVAL / (1.0 / MAIN_GRID_INTERVAL))) * 0.1;
return mainLine + subLine;
}
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
// Function to apply horizontal noise
vec2 applyHorizontalNoise(vec2 texCoordM, float resolution, float intensity, float speed) {
float horizontalNoiseResolution = resolution * 100.0;
float horizontalNoiseIntensity = intensity * 0.002;
float horizontalNoiseSpeed = speed * 0.0001;
texCoordM.y *= horizontalNoiseResolution;
texCoordM.y = float(int(texCoordM.y)) * (1.0 / horizontalNoiseResolution);
float noise = retroNoise(vec2(frameTimeCounter * horizontalNoiseSpeed, texCoordM.y));
texCoordM.x += noise * horizontalNoiseIntensity;
return texCoordM;
}
// Function to apply vertical screen displacement
void applyVerticalScreenDisplacement(inout vec2 texCoordM, inout float verticalOffset, float verticalScrollSpeed, float verticalStutterSpeed, float verticalEdgeGlitch, bool isVertical) {
float displaceEffectOn = 1.0;
float scrollSpeed = verticalScrollSpeed * 2.0;
float stutterSpeed = verticalStutterSpeed * 0.2;
float scroll = (1.0 - step(retroNoise(vec2(frameTimeCounter * 0.00002, 8.0)), 0.9 * (1.0 - VERTICAL_SCROLL_FREQUENCY * 0.3))) * scrollSpeed;
float stutter = (1.0 - step(retroNoise(vec2(frameTimeCounter * 0.00005, 9.0)), 0.8 * (1.0 - VERTICAL_STUTTER_FREQUENCY * 0.3))) * stutterSpeed;
float stutter2 = (1.0 - step(retroNoise(vec2(frameTimeCounter * 0.00003, 5.0)), 0.7 * (1.0 - VERTICAL_STUTTER_FREQUENCY * 0.3))) * stutterSpeed;
verticalOffset = sin(frameTimeCounter) * scroll + stutter * stutter2;
if(isVertical) texCoordM.y = mix(texCoordM.y, mod(texCoordM.y + verticalOffset, verticalEdgeGlitch), displaceEffectOn);
else texCoordM.x = mix(texCoordM.x, mod(texCoordM.x + verticalOffset, verticalEdgeGlitch), displaceEffectOn);
}
#if defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009
vec4 waterMarkFunction(ivec2 pixelSize, vec2 textCoord, vec2 screenUV, float watermarkSizeMult, bool hideWatermark){
float watermarkAspectRatio = float(pixelSize.x) / pixelSize.y;
float watermarkSize = 1 / watermarkSizeMult;
if (aspectRatio < 3) textCoord += vec2(3 * screenUV.x * watermarkSize * 1.5 - 3 * watermarkSize * 1.5, 1.0 - 3 * watermarkAspectRatio * screenUV.y * watermarkSize * 1.5 / aspectRatio);
else textCoord += vec2(screenUV.x * aspectRatio - aspectRatio, 1.0 - watermarkAspectRatio * screenUV.y);
// Only sample texture if we're in the valid range
if (textCoord.x > -1 && textCoord.x < 0 && textCoord.y > 0 && textCoord.y < 1) {
vec2 texCoordMapped = fract(textCoord);
ivec2 fetchCoord = ivec2(texCoordMapped * pixelSize);
vec4 EuphoriaPatchesText = texelFetch(epWatermark, fetchCoord, 0);
float guiIsNotHidden = 1.0;
if (hideWatermark) {
#if WATERMARK == 2
if (hideGUI == 0) guiIsNotHidden = 0.0;
#elif WATERMARK == 3
if (hideGUI == 0 || heldItemId != 40000 && heldItemId2 != 40000) guiIsNotHidden = 0.0;
#endif
}
return vec4(EuphoriaPatchesText.rgb, EuphoriaPatchesText.a * guiIsNotHidden);
}
return vec4(0.0); // Transparent
}
#endif
vec3 staticColor(vec3 color, float staticIntensity, float minStaticStrength, float maxStaticStrength, float staticSpeed) { // credit to arananderson https://www.shadertoy.com/view/tsX3RN
float maxStrength = max(minStaticStrength, maxStaticStrength);
float minStrength = min(minStaticStrength, maxStaticStrength);
float speed = staticSpeed * 10.0;
vec2 fractCoord = fract(texCoord * fract(sin(frameTimeCounter * speed + 1.0)));
maxStrength = clamp(sin(frameTimeCounter * 0.5), minStrength, maxStrength);
vec3 staticColor = vec3(retroNoise(fractCoord)) * maxStrength;
return mix(vec3(1.0), color - staticColor, staticIntensity);
}
float getUnderwaterDistortion(vec2 uv, float intensity) {
return WATER_REFRACTION_INTENSITY * intensity * sin((uv.x + uv.y) * 25.0 + frameTimeCounter * UNDERWATER_DISTORTION_STRENGTH);
}
vec2 getNetherHeatDistortion(vec2 uv, float z0, float lightmap) {
float heatAmount = max(0.0, eyeBrightnessSmooth.x / 240.0 - 0.2) * 1.25;
float verticalFalloff = 1.0 - pow3(uv.y); // More intensity at bottom of screen (heat rising effect)
float depthFactor = clamp01((z0 - 0.06) * 4.0); // Adjusted depth to only be 0 close to the player
float distanceAdjustedLightmap = pow3(lightmap) * 0.23 * (0.3 + min(depthFactor, 0.7)); // Boost distant lights, reduce close ones
// Blend frequencies based on distance - near:far
float freqY1 = mix(25.0, 14.0, depthFactor);
float freqY2 = mix(18.0, 27.0, depthFactor);
float freqX1 = mix(22.0, 14.8, depthFactor);
float freqX2 = mix(15.0, 21.7, depthFactor);
vec2 heatDistort = vec2(
sin((uv.y * NETHER_HEAT_DISTORTION_SCALE * freqY1) + frameTimeCounter * NETHER_HEAT_DISTORTION_SPEED * 1.3) * 0.7 +
sin((uv.y * NETHER_HEAT_DISTORTION_SCALE * freqY2) + frameTimeCounter * NETHER_HEAT_DISTORTION_SPEED * 0.9) * 0.2,
sin((uv.x * NETHER_HEAT_DISTORTION_SCALE * freqX1) + frameTimeCounter * NETHER_HEAT_DISTORTION_SPEED * 1.5) * 0.7 +
sin((uv.x * NETHER_HEAT_DISTORTION_SCALE * freqX2) + frameTimeCounter * NETHER_HEAT_DISTORTION_SPEED * 1.1) * 0.3
);
float playerSpeed = smoothstep(0.0, 0.75, 1.0 - clamp01(length(cameraPosition - previousCameraPosition) / sqrt3(frameTime)));
float distortionMask = max(heatAmount * pow2(verticalFalloff), distanceAdjustedLightmap) * playerSpeed;
return heatDistort * 0.00012 * NETHER_HEAT_DISTORTION * distortionMask;
}
#include "/lib/textRendering/textRenderer.glsl"
void beginTextM(int textSize, vec2 offset) {
float scale = 860;
beginText(ivec2(vec2(scale * viewWidth / viewHeight, scale) * texCoord) / textSize, ivec2(0 + offset.x, scale / textSize - offset.y));
text.bgCol = vec4(0.0);
}
#ifdef EUPHORIA_PATCHES_POTATO_REMOVED
#include "/lib/misc/potato.glsl"
#endif
#ifdef ENTITIES_ARE_LIGHT
#include "/lib/misc/worldOutline.glsl"
#endif
#include "/lib/misc/pixelCraft.glsl"
//Program//
void main() {
vec3 color = vec3(0.0);
float viewWidthM = viewWidth;
float viewHeightM = viewHeight;
float animation = 0.0;
#if PIXELATED_SCREEN_SIZE > 0 || defined SCREEN_DITHERING_INTERNAL
vec2 cellSize = getCellSize();
#endif
#if BORDER_AMOUNT != 0
vec2 texCoordM = border(texCoord);
#else
vec2 texCoordM = texCoord;
#endif
#ifdef CURVE_DISPLAY
texCoordM = curveDisplay(texCoordM, CURVATURE_AMOUNT, SCREEN_ROUNDNESS);
#endif
vec2 texCoordBorder = texCoordM;
#if HORIZONTAL_NOISE > 0 && defined RETRO_ON
texCoordM = applyHorizontalNoise(texCoordM, HORIZONTAL_NOISE, HORIZONTAL_NOISE_INTENSITY, HORIZONTAL_NOISE_SPEED);
#endif
#if defined VERTICAL_SCREEN_DISPLACEMENT && defined RETRO_ON
float verticalOffset = 0.0;
applyVerticalScreenDisplacement(texCoordM, verticalOffset, VERTICAL_SCROLL_SPEED, VERTICAL_STUTTER_SPEED, VERTICAL_EDGE_GLITCH, true);
#endif
#if WATERMARK > 0 && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009)
vec4 watermarkColor = waterMarkFunction(ivec2(100, 29), vec2(0.05), texCoordM.xy, WATERMARK_SIZE, true);
#endif
#if CAMERA_NOISE_OVERLAY == 1
texCoordM += vec2(randomNoiseOverlay1(texCoordM + vec2(0.0, 0.0)), randomNoiseOverlay1(texCoordM + vec2(1.0, 1.0))) * 0.01 * CAMERA_NOISE_OVERLAY_INTENSITY;
#endif
#if defined UNDERWATER_DISTORTION && PIXELATED_SCREEN_SIZE == 0
if (isEyeInWater == 1)
texCoordM += getUnderwaterDistortion(texCoord, 0.00035);
#endif
#if LETTERBOXING > 0 && defined EXCLUDE_ENTITIES || defined BAD_APPLE || DELTARUNE_BATTLE_BACKGROUND == 2 || defined ENTITIES_ARE_LIGHT || NETHER_HEAT_DISTORTION > 0 && defined NETHER
vec4 texture6 = texelFetch(colortex6, texelCoord, 0);
#if defined ENTITIES_ARE_LIGHT || NETHER_HEAT_DISTORTION > 0 && defined NETHER
float z0 = GetLinearDepth(texelFetch(depthtex0, texelCoord, 0).r);
#endif
#endif
#if NETHER_HEAT_DISTORTION > 0 && defined NETHER && PIXELATED_SCREEN_SIZE == 0
texCoordM += getNetherHeatDistortion(texCoordM, z0, texture6.a);
#endif
#if PIXELATED_SCREEN_SIZE > 0
#define textureFinal(tex) createPixelation(tex, texCoordM, PIXELATED_SCREEN_SMOOTHNESS, cellSize);
#else
#define textureFinal(tex) texture2D(tex, texCoordM).rgb
#endif
#if LONG_EXPOSURE > 0
if (hideGUI == 0 || isViewMoving()) {
color = textureFinal(colortex3);
} else {
color = textureFinal(colortex2);
}
#else
color = textureFinal(colortex3);
#endif
#ifdef SCREEN_DITHERING_INTERNAL
color = ditherColor(color, texCoordM, cellSize);
#endif
#ifdef PALETTE_SWAP
color = convertToPaletteColor(color);
#endif
#if CHROMA_ABERRATION > 0
#if PIXELATED_SCREEN_SIZE > 0
float scale = cellSize.x * viewWidth * 0.25;
vec2 aberration = (texCoordM - 0.5) * (2.0 / vec2(viewWidth, viewHeight)) * scale * CHROMA_ABERRATION;
#if LONG_EXPOSURE > 0
if (hideGUI == 0 || isViewMoving()) {
color.rb = vec2(createPixelation(colortex3, texCoordM + aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).r,
createPixelation(colortex3, texCoordM - aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).b);
} else {
color.rb = vec2(createPixelation(colortex2, texCoordM + aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).r,
createPixelation(colortex2, texCoordM - aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).b);
}
#else
color.rb = vec2(createPixelation(colortex3, texCoordM + aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).r,
createPixelation(colortex3, texCoordM - aberration, PIXELATED_SCREEN_SMOOTHNESS, cellSize).b);
#endif
#else
vec2 scale = vec2(1.0, viewHeight / viewWidth);
float aberrationStrength = CHROMA_ABERRATION;
vec2 aberration = (texCoordM - 0.5) * (2.0 / vec2(viewWidth, viewHeight)) * scale * aberrationStrength;
#if LONG_EXPOSURE > 0
if (hideGUI == 0 || isViewMoving()) {
color.rb = vec2(texture2D(colortex3, texCoordM + aberration).r, texture2D(colortex3, texCoordM - aberration).b);
} else {
color.rb = vec2(texture2D(colortex2, texCoordM + aberration).r, texture2D(colortex2, texCoordM - aberration).b);
}
#else
color.rb = vec2(texture2D(colortex3, texCoordM + aberration).r, texture2D(colortex3, texCoordM - aberration).b);
#endif
#endif
#endif
#if IMAGE_SHARPENING > 0 && PIXELATED_SCREEN_SIZE == 0
#if LONG_EXPOSURE > 0
if(hideGUI == 0 || isViewMoving()){ // GUI visible OR moving
#endif
SharpenImage(color, texCoordM);
#if LONG_EXPOSURE > 0
}
#endif
#endif
#if LETTERBOXING > 0
#if BORDER_AMOUNT > 0
viewWidth M = viewWidth - viewWidth * BORDER_AMOUNT * 0.04;
#endif
float letterboxMargin = 0.5 - viewWidthM / (2 * viewHeightM * ASPECT_RATIO);
#if LETTERBOXING == 2
letterboxMargin = mix(0.0, letterboxMargin, isSneaking);
#endif
if (texCoord.y > 1.0 - letterboxMargin || texCoord.y < letterboxMargin) {
#ifdef EXCLUDE_ENTITIES
if (int(texture6.g * 255.1) != 254) color *= 0.0;
#else
color *= mix(0.0, 1.0, LETTERBOXING_TRANSPARENCY);
#endif
}
#endif
#ifdef BAD_APPLE
color = vec3((int(texture6.g * 255.1) != 254) ? 0.0 : 1.0);
#endif
#if DELTARUNE_BATTLE_BACKGROUND > 0
vec3 deltaruneColor = movingCheckerboard(texCoord, 100.0, 1.0, vec2(0.05, -0.05), vec3(1.0, 0.0, 1.0));
deltaruneColor += movingCheckerboard(texCoord, 100.0, 1.0, vec2(-0.025, 0.025), vec3(1.0, 0.0, 1.0) * 0.5);
#if DELTARUNE_BATTLE_BACKGROUND == 1
if (texture2D(depthtex0, texCoord).r == 1.0) color = deltaruneColor;
#elif DELTARUNE_BATTLE_BACKGROUND == 2
if ((int(texture6.g * 255.1) != 254)) {
color = deltaruneColor;
}
#endif
#endif
/*ivec2 boxOffsets[8] = ivec2[8](
ivec2( 1, 0),
ivec2( 0, 1),
ivec2(-1, 0),
ivec2( 0,-1),
ivec2( 1, 1),
ivec2( 1,-1),
ivec2(-1, 1),
ivec2(-1,-1)
);
for (int i = 0; i < 8; i++) {
color = max(color, texelFetch(colortex3, texelCoord + boxOffsets[i], 0).rgb);
}*/
#ifdef ENTITIES_ARE_LIGHT
vec4 texture10 = texture2D(colortex10, texCoordM);
color = texture10.a * mix(vec3(1), texture10.rgb, texture6.a);
DoWorldOutline(color, z0, 1.0, vec3(1.0), far);
#endif
#if WATERMARK > 0 && (defined IS_IRIS || defined IS_ANGELICA && ANGELICA_VERSION >= 20000009)
#if WATERMARK < 4
color.rgb = mix(color.rgb, watermarkColor.rgb, watermarkColor.a);
#elif WATERMARK == 4
color.rgb = mix(color.rgb, vec3(GetLuminance(watermarkColor.rgb)), watermarkColor.a);
#endif
#endif
#ifdef LET_THERE_BE_COLORS
color = hash33(color * frameTimeCounter);
#endif
#if STATIC_NOISE > 0 && defined RETRO_ON
float staticIntensity = 0.0;
staticIntensity = STATIC_NOISE * 0.1;
color *= staticColor(color, staticIntensity, MIN_STATIC_STRENGTH, MAX_STATIC_STRENGTH, STATIC_SPEED);
#endif
#if SCANLINE > 0 && defined RETRO_ON
color = scanline(texCoord, color, SCANLINE_FREQUENCY, SCANLINE, SCANLINE_SPEED, SCANLINE_AMOUNT, vec3(SCANLINE_R, SCANLINE_G, SCANLINE_B), SCANLINE_NEW_MONOCHROME, SCANLINE_NEW_DIRECTION);
#endif
#ifdef HALFTONE
#ifdef HALFTONE_MONOCHROME
float colorOld = GetLuminance(color);
#else
vec3 colorOld = color;
#endif
const float dotAngle = HALFTONE_ANGLE * pi * 0.5;
const float dotScale = HALFTONE_SCALE;
const float dotBrightness = HALFTONE_BRIGHTNESS * 2.0;
color = vec3(colorOld * dotBrightness * 5.0 - 5.0 + halftones(texCoordM, dotAngle, dotScale));
#endif
#if SPEED_LINES > 0
#if SPEED_LINES != 3
float speedIntensity = (length(cameraPosition - previousCameraPosition) / frameTime) * 0.08;
float speedThreshold = 3.0;
float speedFactor = smoothstep(speedThreshold * 0.45, speedThreshold, speedIntensity);
float isSprintingM = 0.0;
#if SPEED_LINES == 2
isSprintingM = isSprinting;
#endif
speedIntensity = max(speedFactor, isSprintingM);
#else
float speedIntensity = 1.0;
#endif
float speedLines = speedLines(texCoordM, speedIntensity);
speedLines = mix(0.0, speedLines, SPEED_LINES_TRANSPARENCY);
color += vec3(speedLines);
#endif
#if MAIN_GRID_INTERVAL > 1
float grid = max(grid(texCoordM.x), grid(texCoordM.y));
#if GRID_CONDITION == 0
color += grid;
#elif GRID_CONDITION == 1
color += mix(0.0, grid, isSneaking);
#elif GRID_CONDITION == 2
float isHoldingSpyglass = 0.0;
if (heldItemId == 45014 || heldItemId2 == 45014) isHoldingSpyglass = 1.0; //holding spyglass
color += mix(0.0, grid, isHoldingSpyglass);
#endif
#endif
#if WORLD_SPACE_REFLECTIONS_INTERNAL > 0
clearSSBOs();
#endif
#ifdef VIGNETTE_R
vec2 texCoordMin = texCoordM.xy - 0.5;
float vignette = 1.0 - dot(texCoordMin, texCoordMin) * (1.0 - GetLuminance(color));
color *= vignette;
#endif
float dither = texture2DLod(noisetex, texCoord * view / 128.0, 0.0).b;
color += vec3((dither - 0.25) / 128.0);
#if defined CURVE_DISPLAY || BORDER_AMOUNT != 0
if (texCoordBorder.x < 0.0 || texCoordBorder.x > 1.0) color = vec3(0.0);
if (texCoordBorder.y < 0.0 || texCoordBorder.y > 1.0) color = vec3(0.0);
#endif
#ifdef EUPHORIA_PATCHES_POTATO_REMOVED
color.rgb = potatoError();
#endif
#include "/lib/textRendering/all_text_messages.glsl"
// Example of printing a float value (for debugging)
// float placeholder = texture2D(colortex2, ivec2(0)).g;
// beginTextM(2, vec2(5));
// text.fpPrecision = 6;
// printFloat(placeholder);
// printLine();
// endText(color.rgb);
// color.rgb = texture2D(colortex9, texCoord).rgb;
/* DRAWBUFFERS:0 */
gl_FragData[0] = vec4(color, 1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
noperspective out vec2 texCoord;
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
}
#endif