├── LICENSE.md ├── README.md └── shaders ├── UserProgram ├── ShadowFocus.vsh ├── Terrain_Deformation.vsh ├── Time_Override.vsh ├── WaterHeight.glsl └── centerDepthSmooth.glsl ├── block.properties ├── composite0.glsl ├── composite1.glsl ├── composite2.glsl ├── composite3.glsl ├── final.glsl ├── gbuffers_basic.glsl ├── gbuffers_discard.glsl ├── gbuffers_main.glsl ├── gbuffers_shadow.glsl ├── lang ├── Ebin-GLSL.xml └── en_US.lang ├── lib ├── Debug.glsl ├── Exit.glsl ├── Fragment │ ├── 2D_Clouds.fsh │ ├── 3D_Clouds.fsh │ ├── BilateralUpsample.fsh │ ├── ComputeAtmosphericSky.fsh │ ├── ComputeGI.fsh │ ├── ComputeSSAO.fsh │ ├── ComputeSSReflections.fsh │ ├── ComputeShadedFragment.fsh │ ├── ComputeSunlight.fsh │ ├── ComputeVolumetricLight.fsh │ ├── ComputeWaveNormals.fsh │ ├── Masks.fsh │ ├── PrecomputedSky.glsl │ ├── SSAO.fsh │ ├── Sky.fsh │ ├── TerrainParallax.fsh │ ├── Tonemap.fsh │ └── WaterDepthFog.fsh ├── GLSL_Version.glsl ├── Misc │ ├── CalculateFogfactor.glsl │ ├── Euclid.glsl │ ├── Get3DNoise.glsl │ ├── Menu_Initializer.glsl │ └── ShadowBias.glsl ├── Samples │ └── GI.glsl ├── Settings.glsl ├── Syntax.glsl ├── Textures │ └── atmosphere.bin ├── Uniform │ ├── Projection_Matrices.fsh │ ├── Projection_Matrices.vsh │ ├── Shading_Variables.glsl │ ├── Shadow_View_Matrix.fsh │ └── Shadow_View_Matrix.vsh ├── Utility.glsl ├── Utility │ ├── blending.glsl │ ├── boolean.glsl │ ├── clamping.glsl │ ├── encoding.glsl │ ├── fastMath.glsl │ ├── lengthDotNormalize.glsl │ └── pow.glsl └── Vertex │ ├── Shading_Setup.vsh │ ├── Vertex_Displacements.vsh │ └── Waving.vsh ├── shaders.properties └── world0 ├── composite.fsh ├── composite.vsh ├── composite1.fsh ├── composite1.vsh ├── composite2.fsh ├── composite2.vsh ├── composite3.fsh ├── composite3.vsh ├── final.fsh ├── final.vsh ├── gbuffers_basic.fsh ├── gbuffers_basic.vsh ├── gbuffers_damagedblock.fsh ├── gbuffers_damagedblock.vsh ├── gbuffers_entities.fsh ├── gbuffers_entities.vsh ├── gbuffers_hand.fsh ├── gbuffers_hand.vsh ├── 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