{
    "unusedString":
        "
            // voxy.json is run through the Iris preprocessor, so we can include
            // settings.glsl to be to use shader settings this file. However, since
            // settings.glsl also contains GLSL code (not preprocessor directives), we can't
            // include it directly into the JSON as it would cause syntax errors, so it is
            // wrapped in a unused string field.
            #include "/settings.glsl"
        ",
    "version": 1,
    "excludeLodsFromVanillaDepth": true,
    "opaqueDrawBuffers": [
        1
    ],
    "translucentDrawBuffers": [
        13,
        16
    ],
    "blending": {
        -1 : "off",
        0 : "ONE ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA"
    },
#ifdef TAA
    "taaOffset": "{ 
        #ifdef TAAU
            return taa_offset;
        #else 
            return taa_offset * 0.66; 
        #endif
    }",
    "useViewportDims": true,
#endif
#ifdef TAAU 
    "renderScale": [TAAU_RENDER_SCALE, TAAU_RENDER_SCALE],
#endif
    "uniforms": [
        "gbufferModelView",
        "gbufferModelViewInverse",
        "gbufferProjection",
        "gbufferProjectionInverse",
        "gbufferPreviousModelView",
        "gbufferPreviousProjection",
        "shadowModelView",
        "shadowModelViewInverse",
        "shadowProjection",
        "shadowProjectionInverse",
        "cameraPosition",
        "previousCameraPosition",
        "near",
        "far",
        "frameTimeCounter",
        "sunAngle",
        "rainStrength",
        "wetness",
        "worldTime",
        "moonPhase",
        "frameCounter",
        "isEyeInWater",
        "blindness",
        "nightVision",
        "darknessFactor",
        "eyeAltitude",
        "light_dir",
        "sun_dir",
        "moon_dir",
        "view_res",
        "view_pixel_size",
        "taa_offset",
        "eye_skylight",
        "biome_cave",
        "biome_may_rain",
        "biome_may_snow",
        "time_sunrise",
        "time_noon",
        "time_sunset",
        "time_midnight"
    ], 
    "samplers": [
        "noisetex",
        "colortex4", 
        "colortex5",
        "colortex7",
        "colortex8", 
        "depthtex0",
        "depthtex1"
    ]
}

