General

  • Target

    Shaders Potato.rar

  • Size

    2.0MB

  • MD5

    ab9c9303948dd0c04f7f46f848caee0b

  • SHA1

    505181b577f109ff51b8aa309513da957a622f69

  • SHA256

    a38e1ba42c6df9678d8b88c1ef2b2e148814ed04bac03496548d60bbf71ee864

  • SHA512

    8e997bf8f23a9949dd28d409a060f7fcac721dbcf235fbeb7d78d275ae6acfa0d65565bfc91be4e35ed577461dc6c64e86950f37de81d19ef58a56edb0ba5ef2

  • SSDEEP

    49152:Kswk/XN5AEnuUDB/c6bVSLHZssPqvkd5FP8qKyJ60sEW:zl/9vuUDB/jbVSL5lyvUv3/psb

Score
1/10

Malware Config

Signatures

Files

  • Shaders Potato.rar
    .rar
  • Builders_QOL_Shaders_V2.9.0.zip
    .zip
  • changelog.txt
  • readme.txt
  • shaders/block.properties
  • shaders/entity.properties
  • shaders/item.properties
  • shaders/lang/en_US.lang
  • shaders/shaders.properties
  • shaders/textures/end_island.png
    .png
  • shaders/textures/end_island.png.mcmeta
  • shaders/textures/overworld.png
    .png
  • shaders/textures/overworld.png.mcmeta
  • shaders/world-1/composite.fsh
  • shaders/world-1/composite.vsh
  • shaders/world-1/composite1.fsh
  • shaders/world-1/composite1.vsh
  • shaders/world-1/composite2.fsh
  • shaders/world-1/composite2.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_beaconbeam.fsh
  • shaders/world-1/gbuffers_beaconbeam.vsh
  • shaders/world-1/gbuffers_block.fsh
  • shaders/world-1/gbuffers_block.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_hand_water.fsh
  • shaders/world-1/gbuffers_hand_water.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world0/composite.fsh
  • shaders/world0/composite.vsh
  • shaders/world0/composite1.fsh
  • shaders/world0/composite1.vsh
  • shaders/world0/composite2.fsh
  • shaders/world0/composite2.vsh
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_beaconbeam.fsh
  • shaders/world0/gbuffers_beaconbeam.vsh
  • shaders/world0/gbuffers_block.fsh
  • shaders/world0/gbuffers_block.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_entities.fsh
  • shaders/world0/gbuffers_entities.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_hand_water.fsh
  • shaders/world0/gbuffers_hand_water.vsh
  • shaders/world0/gbuffers_skybasic.fsh
  • shaders/world0/gbuffers_skybasic.vsh
  • shaders/world0/gbuffers_skytextured.fsh
  • shaders/world0/gbuffers_skytextured.vsh
  • shaders/world0/gbuffers_spidereyes.fsh
  • shaders/world0/gbuffers_spidereyes.vsh
  • shaders/world0/gbuffers_terrain.fsh
  • shaders/world0/gbuffers_terrain.vsh
  • shaders/world0/gbuffers_textured.fsh
  • shaders/world0/gbuffers_textured.vsh
  • shaders/world0/gbuffers_water.fsh
  • shaders/world0/gbuffers_water.vsh
  • shaders/world0/gbuffers_weather.fsh
  • shaders/world0/gbuffers_weather.vsh
  • shaders/world1/composite.fsh
  • shaders/world1/composite.vsh
  • shaders/world1/composite1.fsh
  • shaders/world1/composite1.vsh
  • shaders/world1/composite2.fsh
  • shaders/world1/composite2.vsh
  • shaders/world1/final.fsh
  • shaders/world1/final.vsh
  • shaders/world1/gbuffers_armor_glint.fsh
  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_basic.fsh
  • shaders/world1/gbuffers_basic.vsh
  • shaders/world1/gbuffers_beaconbeam.fsh
  • shaders/world1/gbuffers_beaconbeam.vsh
  • shaders/world1/gbuffers_block.fsh
  • shaders/world1/gbuffers_block.vsh
  • shaders/world1/gbuffers_entities.fsh
  • shaders/world1/gbuffers_entities.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_hand_water.fsh
  • shaders/world1/gbuffers_hand_water.vsh
  • shaders/world1/gbuffers_skytextured.fsh
  • shaders/world1/gbuffers_skytextured.vsh
  • shaders/world1/gbuffers_spidereyes.fsh
  • shaders/world1/gbuffers_spidereyes.vsh
  • shaders/world1/gbuffers_terrain.fsh
  • shaders/world1/gbuffers_terrain.vsh
  • shaders/world1/gbuffers_textured.fsh
  • shaders/world1/gbuffers_textured.vsh
  • shaders/world1/gbuffers_water.fsh
  • shaders/world1/gbuffers_water.vsh
  • shaders/world7/composite.fsh
  • shaders/world7/composite.vsh
  • shaders/world7/composite1.fsh
  • shaders/world7/composite1.vsh
  • shaders/world7/composite2.fsh
  • shaders/world7/composite2.vsh
  • shaders/world7/final.fsh
  • shaders/world7/final.vsh
  • shaders/world7/gbuffers_armor_glint.fsh
  • shaders/world7/gbuffers_armor_glint.vsh
  • shaders/world7/gbuffers_basic.fsh
  • shaders/world7/gbuffers_basic.vsh
  • shaders/world7/gbuffers_beaconbeam.fsh
  • shaders/world7/gbuffers_beaconbeam.vsh
  • shaders/world7/gbuffers_block.fsh
  • shaders/world7/gbuffers_block.vsh
  • shaders/world7/gbuffers_clouds.fsh
  • shaders/world7/gbuffers_clouds.vsh
  • shaders/world7/gbuffers_entities.fsh
  • shaders/world7/gbuffers_entities.vsh
  • shaders/world7/gbuffers_hand.fsh
  • shaders/world7/gbuffers_hand.vsh
  • shaders/world7/gbuffers_hand_water.fsh
  • shaders/world7/gbuffers_hand_water.vsh
  • shaders/world7/gbuffers_skybasic.fsh
  • shaders/world7/gbuffers_skybasic.vsh
  • shaders/world7/gbuffers_terrain.fsh
  • shaders/world7/gbuffers_terrain.vsh
  • shaders/world7/gbuffers_textured.fsh
  • shaders/world7/gbuffers_textured.vsh
  • shaders/world7/gbuffers_water.fsh
  • shaders/world7/gbuffers_water.vsh
  • src/block.properties
  • src/entity.properties
  • src/item.properties
  • src/lang/en_US.lang
  • src/lib/beacon.fsh
  • src/lib/beacon.vsh
  • src/lib/beaconMethods.glsl
  • src/lib/calcHeldLightColor.glsl
  • src/lib/defines.glsl
  • src/lib/dragonEgg.glsl
  • src/lib/endEffects.glsl
  • src/lib/endPortalEffects.glsl
  • src/lib/fastDrawClouds.glsl
  • src/lib/fastDrawClouds_old.glsl
  • src/lib/fastDrawVoidClouds.glsl
  • src/lib/goldenOffsets.glsl
  • src/lib/heatRefraction.glsl
  • src/lib/horizontalBlur.glsl
  • src/lib/hue.glsl
  • src/lib/lavaOverlay.glsl
  • src/lib/magicNumbers.glsl
  • src/lib/math.glsl
  • src/lib/noiseLOD.glsl
  • src/lib/noiseres.glsl
  • src/lib/rainbowEnchantments.glsl
  • src/lib/verticalBlur.glsl
  • src/shaders.properties
  • src/textures/end_island.png
    .png
  • src/textures/end_island.png.mcmeta
  • src/textures/overworld.png
    .png
  • src/textures/overworld.png.mcmeta
  • src/world-1/composite.fsh
  • src/world-1/composite.vsh
  • src/world-1/composite1.fsh
  • src/world-1/composite1.vsh
  • src/world-1/composite2.fsh
  • src/world-1/composite2.vsh
  • src/world-1/final.fsh
  • src/world-1/final.vsh
  • src/world-1/gbuffers_armor_glint.fsh
  • src/world-1/gbuffers_armor_glint.vsh
  • src/world-1/gbuffers_basic.fsh
  • src/world-1/gbuffers_basic.vsh
  • src/world-1/gbuffers_beaconbeam.fsh
  • src/world-1/gbuffers_beaconbeam.vsh
  • src/world-1/gbuffers_block.fsh
  • src/world-1/gbuffers_block.vsh
  • src/world-1/gbuffers_entities.fsh
  • src/world-1/gbuffers_entities.vsh
  • src/world-1/gbuffers_hand.fsh
  • src/world-1/gbuffers_hand.vsh
  • src/world-1/gbuffers_hand_water.fsh
  • src/world-1/gbuffers_hand_water.vsh
  • src/world-1/gbuffers_spidereyes.fsh
  • src/world-1/gbuffers_spidereyes.vsh
  • src/world-1/gbuffers_terrain.fsh
  • src/world-1/gbuffers_terrain.vsh
  • src/world-1/gbuffers_textured.fsh
  • src/world-1/gbuffers_textured.vsh
  • src/world-1/gbuffers_water.fsh
  • src/world-1/gbuffers_water.vsh
  • src/world-1/lib/calcFogColor.glsl
  • src/world-1/lib/calcMainLightColor.glsl
  • src/world-1/lib/crossprocess.glsl
  • src/world-1/lib/defines.glsl
  • src/world-1/lib/magicNumbers.glsl
  • src/world0/composite.fsh
  • src/world0/composite.vsh
  • src/world0/composite1.fsh
  • src/world0/composite1.vsh
  • src/world0/composite2.fsh
  • src/world0/composite2.vsh
  • src/world0/final.fsh
  • src/world0/final.vsh
  • src/world0/gbuffers_armor_glint.fsh
  • src/world0/gbuffers_armor_glint.vsh
  • src/world0/gbuffers_basic.fsh
  • src/world0/gbuffers_basic.vsh
  • src/world0/gbuffers_beaconbeam.fsh
  • src/world0/gbuffers_beaconbeam.vsh
  • src/world0/gbuffers_block.fsh
  • src/world0/gbuffers_block.vsh
  • src/world0/gbuffers_clouds.fsh
  • src/world0/gbuffers_clouds.vsh
  • src/world0/gbuffers_entities.fsh
  • src/world0/gbuffers_entities.vsh
  • src/world0/gbuffers_hand.fsh
  • src/world0/gbuffers_hand.vsh
  • src/world0/gbuffers_hand_water.fsh
  • src/world0/gbuffers_hand_water.vsh
  • src/world0/gbuffers_skybasic.fsh
  • src/world0/gbuffers_skybasic.vsh
  • src/world0/gbuffers_skytextured.fsh
  • src/world0/gbuffers_skytextured.vsh
  • src/world0/gbuffers_spidereyes.fsh
  • src/world0/gbuffers_spidereyes.vsh
  • src/world0/gbuffers_terrain.fsh
  • src/world0/gbuffers_terrain.vsh
  • src/world0/gbuffers_textured.fsh
  • src/world0/gbuffers_textured.vsh
  • src/world0/gbuffers_water.fsh
  • src/world0/gbuffers_water.vsh
  • src/world0/gbuffers_weather.fsh
  • src/world0/gbuffers_weather.vsh
  • src/world0/lib/calcFogColor.glsl
  • src/world0/lib/calcMainLightColor.glsl
  • src/world0/lib/calcSkyColorBasic.glsl
  • src/world0/lib/calcSkyColorFull.glsl
  • src/world0/lib/calcUnderwaterFogColor.glsl
  • src/world0/lib/colors.glsl
  • src/world0/lib/crossprocess.glsl
  • src/world0/lib/defines.glsl
  • src/world0/lib/desaturate.glsl
  • src/world0/lib/drawClouds.glsl
  • src/world0/lib/drawClouds_old.glsl
  • src/world0/lib/drawStars.glsl
  • src/world0/lib/glmult.glsl
  • src/world0/lib/magicNumbers.glsl
  • src/world1/composite.fsh
  • src/world1/composite.vsh
  • src/world1/composite1.fsh
  • src/world1/composite1.vsh
  • src/world1/composite2.fsh
  • src/world1/composite2.vsh
  • src/world1/final.fsh
  • src/world1/final.vsh
  • src/world1/gbuffers_armor_glint.fsh
  • src/world1/gbuffers_armor_glint.vsh
  • src/world1/gbuffers_basic.fsh
  • src/world1/gbuffers_basic.vsh
  • src/world1/gbuffers_beaconbeam.fsh
  • src/world1/gbuffers_beaconbeam.vsh
  • src/world1/gbuffers_block.fsh
  • src/world1/gbuffers_block.vsh
  • src/world1/gbuffers_entities.fsh
  • src/world1/gbuffers_entities.vsh
  • src/world1/gbuffers_hand.fsh
  • src/world1/gbuffers_hand.vsh
  • src/world1/gbuffers_hand_water.fsh
  • src/world1/gbuffers_hand_water.vsh
  • src/world1/gbuffers_skytextured.fsh
  • src/world1/gbuffers_skytextured.vsh
  • src/world1/gbuffers_spidereyes.fsh
  • src/world1/gbuffers_spidereyes.vsh
  • src/world1/gbuffers_terrain.fsh
  • src/world1/gbuffers_terrain.vsh
  • src/world1/gbuffers_textured.fsh
  • src/world1/gbuffers_textured.vsh
  • src/world1/gbuffers_water.fsh
  • src/world1/gbuffers_water.vsh
  • src/world1/lib/calcMainLightColor.glsl
  • src/world1/lib/crossprocess.glsl
  • src/world1/lib/defines.glsl
  • src/world1/lib/desaturate.glsl
  • src/world1/lib/drawVoidClouds.glsl
  • src/world1/lib/magicNumbers.glsl
  • src/world7/composite.fsh
  • src/world7/composite.vsh
  • src/world7/composite1.fsh
  • src/world7/composite1.vsh
  • src/world7/composite2.fsh
  • src/world7/composite2.vsh
  • src/world7/final.fsh
  • src/world7/final.vsh
  • src/world7/gbuffers_armor_glint.fsh
  • src/world7/gbuffers_armor_glint.vsh
  • src/world7/gbuffers_basic.fsh
  • src/world7/gbuffers_basic.vsh
  • src/world7/gbuffers_beaconbeam.fsh
  • src/world7/gbuffers_beaconbeam.vsh
  • src/world7/gbuffers_block.fsh
  • src/world7/gbuffers_block.vsh
  • src/world7/gbuffers_clouds.fsh
  • src/world7/gbuffers_clouds.vsh
  • src/world7/gbuffers_entities.fsh
  • src/world7/gbuffers_entities.vsh
  • src/world7/gbuffers_hand.fsh
  • src/world7/gbuffers_hand.vsh
  • src/world7/gbuffers_hand_water.fsh
  • src/world7/gbuffers_hand_water.vsh
  • src/world7/gbuffers_skybasic.fsh
  • src/world7/gbuffers_skybasic.vsh
  • src/world7/gbuffers_terrain.fsh
  • src/world7/gbuffers_terrain.vsh
  • src/world7/gbuffers_textured.fsh
  • src/world7/gbuffers_textured.vsh
  • src/world7/gbuffers_water.fsh
  • src/world7/gbuffers_water.vsh
  • src/world7/lib/calcFogColor.glsl
  • src/world7/lib/calcMainLightColor.glsl
  • src/world7/lib/calcUnderwaterFogColor.glsl
  • src/world7/lib/crossprocess.glsl
  • src/world7/lib/defines.glsl
  • src/world7/lib/glmult.glsl
  • src/world7/lib/magicNumbers.glsl
  • DrDestens+MinecraftShaders+v1.5.7.zip
    .zip
  • shaders/block.properties
  • shaders/composite13.fsh
  • shaders/composite13.vsh
  • shaders/composite3.fsh
  • shaders/composite3.vsh
  • shaders/composite4.fsh
  • shaders/composite4.vsh
  • shaders/composite5.fsh
  • shaders/composite5.vsh
  • shaders/composite6.fsh
  • shaders/composite6.vsh
  • shaders/deferred1.fsh
  • shaders/deferred1.vsh
  • shaders/final.fsh
  • shaders/final.vsh
  • shaders/gbuffers_armor_glint.fsh
  • shaders/gbuffers_armor_glint.vsh
  • shaders/gbuffers_basic.fsh
  • shaders/gbuffers_basic.vsh
  • shaders/gbuffers_beaconbeam.fsh
  • shaders/gbuffers_beaconbeam.vsh
  • shaders/gbuffers_block.fsh
  • shaders/gbuffers_block.vsh
  • shaders/gbuffers_clouds.fsh
  • shaders/gbuffers_clouds.vsh
  • shaders/gbuffers_entities.fsh
  • shaders/gbuffers_entities.vsh
  • shaders/gbuffers_hand.fsh
  • shaders/gbuffers_hand.vsh
  • shaders/gbuffers_skybasic.fsh
  • shaders/gbuffers_skybasic.vsh
  • shaders/gbuffers_skyend.fsh
  • shaders/gbuffers_skyend.vsh
  • shaders/gbuffers_skytextured.fsh
  • shaders/gbuffers_skytextured.vsh
  • shaders/gbuffers_spidereyes.fsh
  • shaders/gbuffers_spidereyes.vsh
  • shaders/gbuffers_terrain.fsh
  • shaders/gbuffers_terrain.vsh
  • shaders/gbuffers_textured.fsh
  • shaders/gbuffers_textured.vsh
  • shaders/gbuffers_water.fsh
  • shaders/gbuffers_water.vsh
  • shaders/gbuffers_weather.fsh
  • shaders/gbuffers_weather.vsh
  • shaders/lang/en_us.lang
  • shaders/lib/composite_basics.glsl
  • shaders/lib/copypaste.glsl
  • shaders/lib/gbuffers_basics.glsl
  • shaders/lib/generatePBR.glsl
  • shaders/lib/kernels.glsl
  • shaders/lib/lighting.glsl
  • shaders/lib/math.glsl
  • shaders/lib/settings.glsl
  • shaders/lib/skyColor.glsl
  • shaders/lib/transform.glsl
  • shaders/lib/unpackPBR.glsl
  • shaders/lib/vertex_transform.glsl
  • shaders/lib/vertex_transform_simple.glsl
  • shaders/lib/world_curve.glsl
  • shaders/shaders.properties
  • shaders/tex/BlueNoiseRGB64.png
    .png
  • shaders/world-1/composite13.fsh
  • shaders/world-1/composite13.vsh
  • shaders/world-1/composite3.fsh
  • shaders/world-1/composite3.vsh
  • shaders/world-1/composite4.fsh
  • shaders/world-1/composite4.vsh
  • shaders/world-1/composite5.fsh
  • shaders/world-1/composite5.vsh
  • shaders/world-1/composite6.fsh
  • shaders/world-1/composite6.vsh
  • shaders/world-1/deferred1.fsh
  • shaders/world-1/deferred1.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_beaconbeam.fsh
  • shaders/world-1/gbuffers_beaconbeam.vsh
  • shaders/world-1/gbuffers_block.fsh
  • shaders/world-1/gbuffers_block.vsh
  • shaders/world-1/gbuffers_clouds.fsh
  • shaders/world-1/gbuffers_clouds.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world-1/gbuffers_weather.fsh
  • shaders/world-1/gbuffers_weather.vsh
  • shaders/world-1/prepare.fsh
  • shaders/world-1/prepare.vsh
  • shaders/world0/composite13.fsh
  • shaders/world0/composite13.vsh
  • shaders/world0/composite3.fsh
  • shaders/world0/composite3.vsh
  • shaders/world0/composite4.fsh
  • shaders/world0/composite4.vsh
  • shaders/world0/composite5.fsh
  • shaders/world0/composite5.vsh
  • shaders/world0/composite6.fsh
  • shaders/world0/composite6.vsh
  • shaders/world0/deferred1.fsh
  • shaders/world0/deferred1.vsh
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_beaconbeam.fsh
  • shaders/world0/gbuffers_beaconbeam.vsh
  • shaders/world0/gbuffers_block.fsh
  • shaders/world0/gbuffers_block.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_entities.fsh
  • shaders/world0/gbuffers_entities.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_skybasic.fsh
  • shaders/world0/gbuffers_skybasic.vsh
  • shaders/world0/gbuffers_skytextured.fsh
  • shaders/world0/gbuffers_skytextured.vsh
  • shaders/world0/gbuffers_spidereyes.fsh
  • shaders/world0/gbuffers_spidereyes.vsh
  • shaders/world0/gbuffers_terrain.fsh
  • shaders/world0/gbuffers_terrain.vsh
  • shaders/world0/gbuffers_textured.fsh
  • shaders/world0/gbuffers_textured.vsh
  • shaders/world0/gbuffers_water.fsh
  • shaders/world0/gbuffers_water.vsh
  • shaders/world0/gbuffers_weather.fsh
  • shaders/world0/gbuffers_weather.vsh
  • shaders/world1/composite13.fsh
  • shaders/world1/composite13.vsh
  • shaders/world1/composite3.fsh
  • shaders/world1/composite3.vsh
  • shaders/world1/composite4.fsh
  • shaders/world1/composite4.vsh
  • shaders/world1/composite5.fsh
  • shaders/world1/composite5.vsh
  • shaders/world1/composite6.fsh
  • shaders/world1/composite6.vsh
  • shaders/world1/deferred.fsh
  • shaders/world1/deferred.vsh
  • shaders/world1/deferred1.fsh
  • shaders/world1/deferred1.vsh
  • shaders/world1/final.fsh
  • shaders/world1/final.vsh
  • shaders/world1/gbuffers_armor_glint.fsh
  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_basic.fsh
  • shaders/world1/gbuffers_basic.vsh
  • shaders/world1/gbuffers_beaconbeam.fsh
  • shaders/world1/gbuffers_beaconbeam.vsh
  • shaders/world1/gbuffers_block.fsh
  • shaders/world1/gbuffers_block.vsh
  • shaders/world1/gbuffers_clouds.fsh
  • shaders/world1/gbuffers_clouds.vsh
  • shaders/world1/gbuffers_entities.fsh
  • shaders/world1/gbuffers_entities.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_spidereyes.fsh
  • shaders/world1/gbuffers_spidereyes.vsh
  • shaders/world1/gbuffers_terrain.fsh
  • shaders/world1/gbuffers_terrain.vsh
  • shaders/world1/gbuffers_textured.fsh
  • shaders/world1/gbuffers_textured.vsh
  • shaders/world1/gbuffers_water.fsh
  • shaders/world1/gbuffers_water.vsh
  • shaders/world1/gbuffers_weather.fsh
  • shaders/world1/gbuffers_weather.vsh
  • MakeUp-UltraFast-8.6g.zip
    .zip
  • Credits
  • LICENSE
  • README.md
  • helpful.txt
  • shaders/block.properties
  • shaders/common/basic_blocks_fragment.glsl
  • shaders/common/basic_blocks_vertex.glsl
  • shaders/common/clouds_blocks_fragment.glsl
  • shaders/common/clouds_blocks_vertex.glsl
  • shaders/common/composite1_fragment.glsl
  • shaders/common/composite1_vertex.glsl
  • shaders/common/composite2_fragment.glsl
  • shaders/common/composite2_vertex.glsl
  • shaders/common/composite_fragment.glsl
  • shaders/common/composite_vertex.glsl
  • shaders/common/damage_fragment.glsl
  • shaders/common/damage_vertex.glsl
  • shaders/common/deferred_fragment.glsl
  • shaders/common/deferred_vertex.glsl
  • shaders/common/final_fragment.glsl
  • shaders/common/final_vertex.glsl
  • shaders/common/glint_blocks_fragment.glsl
  • shaders/common/glint_blocks_vertex.glsl
  • shaders/common/line_blocks_fragment.glsl
  • shaders/common/line_blocks_vertex.glsl
  • shaders/common/shadow_fragment.glsl
  • shaders/common/shadow_vertex.glsl
  • shaders/common/skybasic_fragment.glsl
  • shaders/common/skybasic_vertex.glsl
  • shaders/common/skytextured_fragment.glsl
  • shaders/common/skytextured_vertex.glsl
  • shaders/common/solid_blocks_fragment.glsl
  • shaders/common/solid_blocks_vertex.glsl
  • shaders/common/spidereyes_blocks_fragment.glsl
  • shaders/common/spidereyes_blocks_vertex.glsl
  • shaders/common/water_blocks_fragment.glsl
  • shaders/common/water_blocks_vertex.glsl
  • shaders/composite.fsh
  • shaders/composite.vsh
  • shaders/composite1.fsh
  • shaders/composite1.vsh
  • shaders/composite2.fsh
  • shaders/composite2.vsh
  • shaders/deferred.fsh
  • shaders/deferred.vsh
  • shaders/entity.properties
  • shaders/final.fsh
  • shaders/final.vsh
  • shaders/gbuffers_armor_glint.fsh
  • shaders/gbuffers_armor_glint.vsh
  • shaders/gbuffers_basic.fsh
  • shaders/gbuffers_basic.vsh
  • shaders/gbuffers_beaconbeam.fsh
  • shaders/gbuffers_beaconbeam.vsh
  • shaders/gbuffers_block.fsh
  • shaders/gbuffers_block.vsh
  • shaders/gbuffers_clouds.fsh
  • shaders/gbuffers_clouds.vsh
  • shaders/gbuffers_damagedblock.fsh
  • shaders/gbuffers_damagedblock.vsh
  • shaders/gbuffers_entities.fsh
  • shaders/gbuffers_entities.vsh
  • shaders/gbuffers_entities_glowing.fsh
  • shaders/gbuffers_entities_glowing.vsh
  • shaders/gbuffers_hand.fsh
  • shaders/gbuffers_hand.vsh
  • shaders/gbuffers_hand_water.fsh
  • shaders/gbuffers_hand_water.vsh
  • shaders/gbuffers_line.fsh
  • shaders/gbuffers_line.vsh
  • shaders/gbuffers_skybasic.fsh
  • shaders/gbuffers_skybasic.vsh
  • shaders/gbuffers_skytextured.fsh
  • shaders/gbuffers_skytextured.vsh
  • shaders/gbuffers_spidereyes.fsh
  • shaders/gbuffers_spidereyes.vsh
  • shaders/gbuffers_terrain.fsh
  • shaders/gbuffers_terrain.vsh
  • shaders/gbuffers_textured.fsh
  • shaders/gbuffers_textured.vsh
  • shaders/gbuffers_water.fsh
  • shaders/gbuffers_water.vsh
  • shaders/gbuffers_weather.fsh
  • shaders/gbuffers_weather.vsh
  • shaders/iris_uniforms/day_mixer.glsl
  • shaders/iris_uniforms/day_moment.glsl
  • shaders/iris_uniforms/dither_shift.glsl
  • shaders/iris_uniforms/fov_y_inv.glsl
  • shaders/iris_uniforms/frame_mod.glsl
  • shaders/iris_uniforms/inv_aspect_ratio.glsl
  • shaders/iris_uniforms/light_mix.glsl
  • shaders/iris_uniforms/night_mixer.glsl
  • shaders/iris_uniforms/pixel_size_x.glsl
  • shaders/iris_uniforms/pixel_size_y.glsl
  • shaders/iris_uniforms/taa_offset.glsl
  • shaders/iris_uniforms/vol_mixer.glsl
  • shaders/item.properties
  • shaders/lang/en_US.lang
  • shaders/lang/es_ES.lang.test
  • shaders/lang/sv_SE.lang
  • shaders/lib/aberration.glsl
  • shaders/lib/ao.glsl
  • shaders/lib/basic_utils.glsl
  • shaders/lib/bloom.glsl
  • shaders/lib/blur.glsl
  • shaders/lib/color_blindness.glsl
  • shaders/lib/color_utils.glsl
  • shaders/lib/color_utils_end.glsl
  • shaders/lib/color_utils_nether.glsl
  • shaders/lib/config.glsl
  • shaders/lib/depth.glsl
  • shaders/lib/dither.glsl
  • shaders/lib/fast_taa.glsl
  • shaders/lib/luma.glsl
  • shaders/lib/material_gloss_fragment.glsl
  • shaders/lib/motion_blur.glsl
  • shaders/lib/past_projection_utils.glsl
  • shaders/lib/post.glsl
  • shaders/lib/projection_utils.glsl
  • shaders/lib/shadow_frag.glsl
  • shaders/lib/shadow_vertex.glsl
  • shaders/lib/tone_maps.glsl
  • shaders/lib/vector_utils.glsl
  • shaders/lib/volumetric_clouds.glsl
  • shaders/lib/volumetric_clouds_end.glsl
  • shaders/lib/volumetric_clouds_vertex.glsl
  • shaders/lib/volumetric_light.glsl
  • shaders/lib/water.glsl
  • shaders/shaders.properties
  • shaders/shadow.fsh
  • shaders/shadow.vsh
  • shaders/src/basiccoords_vertex.glsl
  • shaders/src/cloudfinalcolor.glsl
  • shaders/src/cloudfog_vertex.glsl
  • shaders/src/finalcolor.glsl
  • shaders/src/fog_vertex.glsl
  • shaders/src/light_vertex.glsl
  • shaders/src/position_vertex.glsl
  • shaders/src/shadow_src_vertex.glsl
  • shaders/src/taa_offset.glsl
  • shaders/src/writebuffers.glsl
  • shaders/textures/clouds_blocky_512_R_8bit.png
    .png
  • shaders/textures/clouds_blocky_512_R_8bit.png.mcmeta
  • shaders/textures/clouds_natural_512_R_8bit.png
    .png
  • shaders/textures/clouds_natural_512_R_8bit.png.mcmeta
  • shaders/textures/water_256_RG_8bit.png
    .png
  • shaders/textures/water_256_RG_8bit.png.mcmeta
  • shaders/world-1/composite.fsh
  • shaders/world-1/composite.vsh
  • shaders/world-1/composite1.fsh
  • shaders/world-1/composite1.vsh
  • shaders/world-1/composite2.fsh
  • shaders/world-1/composite2.vsh
  • shaders/world-1/deferred.fsh
  • shaders/world-1/deferred.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_beaconbeam.fsh
  • shaders/world-1/gbuffers_beaconbeam.vsh
  • shaders/world-1/gbuffers_block.fsh
  • shaders/world-1/gbuffers_block.vsh
  • shaders/world-1/gbuffers_clouds.fsh
  • shaders/world-1/gbuffers_clouds.vsh
  • shaders/world-1/gbuffers_damagedblock.fsh
  • shaders/world-1/gbuffers_damagedblock.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_entities_glowing.fsh
  • shaders/world-1/gbuffers_entities_glowing.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_hand_water.fsh
  • shaders/world-1/gbuffers_hand_water.vsh
  • shaders/world-1/gbuffers_line.fsh
  • shaders/world-1/gbuffers_line.vsh
  • shaders/world-1/gbuffers_skybasic.fsh
  • shaders/world-1/gbuffers_skybasic.vsh
  • shaders/world-1/gbuffers_skytextured.fsh
  • shaders/world-1/gbuffers_skytextured.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world-1/gbuffers_weather.fsh
  • shaders/world-1/gbuffers_weather.vsh
  • shaders/world0/composite.fsh
  • shaders/world0/composite.vsh
  • shaders/world0/composite1.fsh
  • shaders/world0/composite1.vsh
  • shaders/world0/composite2.fsh
  • shaders/world0/composite2.vsh
  • shaders/world0/deferred.fsh
  • shaders/world0/deferred.vsh
  • shaders/world0/entity.properties
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_beaconbeam.fsh
  • shaders/world0/gbuffers_beaconbeam.vsh
  • shaders/world0/gbuffers_block.fsh
  • shaders/world0/gbuffers_block.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_damagedblock.fsh
  • shaders/world0/gbuffers_damagedblock.vsh
  • shaders/world0/gbuffers_entities.fsh
  • shaders/world0/gbuffers_entities.vsh
  • shaders/world0/gbuffers_entities_glowing.fsh
  • shaders/world0/gbuffers_entities_glowing.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_hand_water.fsh
  • shaders/world0/gbuffers_hand_water.vsh
  • shaders/world0/gbuffers_line.fsh
  • shaders/world0/gbuffers_line.vsh
  • shaders/world0/gbuffers_skybasic.fsh
  • shaders/world0/gbuffers_skybasic.vsh
  • shaders/world0/gbuffers_skytextured.fsh
  • shaders/world0/gbuffers_skytextured.vsh
  • shaders/world0/gbuffers_spidereyes.fsh
  • shaders/world0/gbuffers_spidereyes.vsh
  • shaders/world0/gbuffers_terrain.fsh
  • shaders/world0/gbuffers_terrain.vsh
  • shaders/world0/gbuffers_textured.fsh
  • shaders/world0/gbuffers_textured.vsh
  • shaders/world0/gbuffers_water.fsh
  • shaders/world0/gbuffers_water.vsh
  • shaders/world0/gbuffers_weather.fsh
  • shaders/world0/gbuffers_weather.vsh
  • shaders/world0/shadow.fsh
  • shaders/world0/shadow.vsh
  • shaders/world1/composite.fsh
  • shaders/world1/composite.vsh
  • shaders/world1/composite1.fsh
  • shaders/world1/composite1.vsh
  • shaders/world1/composite2.fsh
  • shaders/world1/composite2.vsh
  • shaders/world1/deferred.fsh
  • shaders/world1/deferred.vsh
  • shaders/world1/final.fsh
  • shaders/world1/final.vsh
  • shaders/world1/gbuffers_armor_glint.fsh
  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_basic.fsh
  • shaders/world1/gbuffers_basic.vsh
  • shaders/world1/gbuffers_beaconbeam.fsh
  • shaders/world1/gbuffers_beaconbeam.vsh
  • shaders/world1/gbuffers_block.fsh
  • shaders/world1/gbuffers_block.vsh
  • shaders/world1/gbuffers_clouds.fsh
  • shaders/world1/gbuffers_clouds.vsh
  • shaders/world1/gbuffers_damagedblock.fsh
  • shaders/world1/gbuffers_damagedblock.vsh
  • shaders/world1/gbuffers_entities.fsh
  • shaders/world1/gbuffers_entities.vsh
  • shaders/world1/gbuffers_entities_glowing.fsh
  • shaders/world1/gbuffers_entities_glowing.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_hand_water.fsh
  • shaders/world1/gbuffers_hand_water.vsh
  • shaders/world1/gbuffers_line.fsh
  • shaders/world1/gbuffers_line.vsh
  • shaders/world1/gbuffers_skybasic.fsh
  • shaders/world1/gbuffers_skybasic.vsh
  • shaders/world1/gbuffers_skytextured.fsh
  • shaders/world1/gbuffers_skytextured.vsh
  • shaders/world1/gbuffers_spidereyes.fsh
  • shaders/world1/gbuffers_spidereyes.vsh
  • shaders/world1/gbuffers_terrain.fsh
  • shaders/world1/gbuffers_terrain.vsh
  • shaders/world1/gbuffers_textured.fsh
  • shaders/world1/gbuffers_textured.vsh
  • shaders/world1/gbuffers_water.fsh
  • shaders/world1/gbuffers_water.vsh
  • shaders/world1/gbuffers_weather.fsh
  • shaders/world1/gbuffers_weather.vsh
  • shaders/world1/shadow.fsh
  • shaders/world1/shadow.vsh
  • Potato_v1.0b.zip
    .zip
  • LICENSE
  • shaders/block.properties
  • shaders/lang/en_US.lang
  • shaders/lib/atmos/colors.glsl
  • shaders/lib/atmos/colorsEnd.glsl
  • shaders/lib/atmos/colorsNether.glsl
  • shaders/lib/atmos/fog.glsl
  • shaders/lib/atmos/fogNether.glsl
  • shaders/lib/atmos/skyGradient.glsl
  • shaders/lib/atmos/waterWaves.glsl
  • shaders/lib/fUtil.glsl
  • shaders/lib/frag/bluenoise.glsl
  • shaders/lib/frag/gradnoise.glsl
  • shaders/lib/head.glsl
  • shaders/lib/internal.glsl
  • shaders/lib/light/ao.glsl
  • shaders/lib/util/bicubic.glsl
  • shaders/lib/util/const.glsl
  • shaders/lib/util/functions.glsl
  • shaders/lib/util/macros.glsl
  • shaders/lib/util/poisson.glsl
  • shaders/lib/util/transforms.glsl
  • shaders/lib/vert/wind.glsl
  • shaders/program/deferred/vertexSimple.vsh
  • shaders/program/gbuffer/overlay.fsh
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  • shaders/program/post/bloom.fsh
  • shaders/program/post/dof.fsh
  • shaders/program/post/final.fsh
  • shaders/program/post/grading.fsh
    .vbs
  • shaders/program/post/motionblur.fsh
  • shaders/program/temporal.glsl
  • shaders/settings.glsl
  • shaders/shaders.properties
  • shaders/tex/noise2D.png
    .png
  • shaders/tex/noise2D.png.mcmeta
  • shaders/world-1/composite.fsh
  • shaders/world-1/composite.vsh
  • shaders/world-1/composite1.fsh
  • shaders/world-1/composite1.vsh
  • shaders/world-1/composite12.fsh
    .vbs
  • shaders/world-1/composite12.vsh
  • shaders/world-1/composite3.fsh
  • shaders/world-1/composite3.vsh
  • shaders/world-1/composite4.fsh
  • shaders/world-1/composite4.vsh
  • shaders/world-1/composite5.fsh
  • shaders/world-1/composite5.vsh
  • shaders/world-1/composite6.fsh
  • shaders/world-1/composite6.vsh
  • shaders/world-1/deferred.fsh
  • shaders/world-1/deferred.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_clouds.fsh
  • shaders/world-1/gbuffers_clouds.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_hand_water.fsh
  • shaders/world-1/gbuffers_hand_water.vsh
  • shaders/world-1/gbuffers_main.fsh
  • shaders/world-1/gbuffers_main.vsh
  • shaders/world-1/gbuffers_skybasic.fsh
  • shaders/world-1/gbuffers_skybasic.vsh
  • shaders/world-1/gbuffers_skytextured.fsh
  • shaders/world-1/gbuffers_skytextured.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_textured_lit.fsh
  • shaders/world-1/gbuffers_textured_lit.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world0/composite.fsh
  • shaders/world0/composite.vsh
  • shaders/world0/composite1.fsh
  • shaders/world0/composite1.vsh
  • shaders/world0/composite12.fsh
  • shaders/world0/composite12.vsh
  • shaders/world0/composite3.fsh
  • shaders/world0/composite3.vsh
  • shaders/world0/composite4.fsh
  • shaders/world0/composite4.vsh
  • shaders/world0/composite5.fsh
  • shaders/world0/composite5.vsh
  • shaders/world0/composite6.fsh
  • shaders/world0/composite6.vsh
  • shaders/world0/deferred.fsh
  • shaders/world0/deferred.vsh
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_entities.fsh
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  • shaders/world0/gbuffers_spidereyes.vsh
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  • shaders/world0/gbuffers_textured_lit.fsh
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  • shaders/world1/composite1.vsh
  • shaders/world1/composite12.fsh
    .vbs
  • shaders/world1/composite12.vsh
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  • shaders/world1/gbuffers_basic.vsh
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  • shaders/world1/gbuffers_clouds.vsh
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  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_hand_water.fsh
  • shaders/world1/gbuffers_hand_water.vsh
  • shaders/world1/gbuffers_main.fsh
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  • shaders/world1/gbuffers_spidereyes.fsh
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  • shaders/world1/gbuffers_textured_lit.fsh
  • shaders/world1/gbuffers_textured_lit.vsh
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  • Stereo's_Default+_v2.4.zip
    .zip
  • shaders/block.properties
  • shaders/composite.fsh
  • shaders/composite.vsh
  • shaders/distort.glsl
  • shaders/final.fsh
  • shaders/final.vsh
  • shaders/gbuffers_armor_glint.fsh
  • shaders/gbuffers_armor_glint.vsh
  • shaders/gbuffers_basic.fsh
  • shaders/gbuffers_basic.vsh
  • shaders/gbuffers_entities.fsh
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  • shaders/gbuffers_skybasic.fsh
  • shaders/gbuffers_skybasic.vsh
  • shaders/gbuffers_skytextured.fsh
  • shaders/gbuffers_skytextured.vsh
  • shaders/gbuffers_spidereyes.fsh
  • shaders/gbuffers_spidereyes.vsh
  • shaders/gbuffers_terrain.fsh
  • shaders/gbuffers_terrain.vsh
  • shaders/gbuffers_textured.fsh
  • shaders/gbuffers_textured.vsh
  • shaders/lang/en_US.lang
  • shaders/shaders.properties
  • shaders/shadow.fsh
  • shaders/shadow.vsh
  • shaders/world-1/composite.fsh
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  • shaders/world-1/distort.glsl
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
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  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
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  • shaders/world1/distort.glsl
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  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_entities.fsh
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  • shaders/world1/gbuffers_hand.vsh
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  • shaders/world7/gbuffers_textured.fsh
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  • Tea_V1.5.7.zip
    .zip
  • shaders/block.properties
  • shaders/lang/en_US.lang
  • shaders/lang/fr_FR.lang
  • shaders/lang/pt_BR.lang
  • shaders/lang/ru_RU.lang
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  • shaders/lib/Global/Tonemaps.glsl
  • shaders/lib/antialiasing/fxaa.glsl
  • shaders/lib/antialiasing/taa.glsl
  • shaders/program/composite.glsl
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  • shaders/program/deferred.glsl
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  • shaders/program/final.glsl
  • shaders/program/gbuffers_basic.glsl
  • shaders/program/gbuffers_terrain.glsl
  • shaders/shaders.properties
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