mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
item lights
This commit is contained in:
parent
a1cb96dd03
commit
0c88744e8d
@ -4,6 +4,8 @@ const ivec3 workGroups = ivec3(6, 6, 1);
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#ifdef IS_LPV_ENABLED
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#include "/lib/blocks.glsl"
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#include "/lib/items.glsl"
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// #include "/lib/entities.glsl"
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#include "/lib/lpv_blocks.glsl"
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const vec3 LightColor_Amethyst = vec3(0.464, 0.227, 0.788);
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@ -49,9 +51,6 @@ void main() {
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uint mixMask = 0xFFFF;
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vec3 tintColor = vec3(1.0);
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if (blockId < 1000) {
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// BLOCKS
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switch (blockId) {
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case BLOCK_WATER:
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mixWeight = 0.8;
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@ -76,34 +75,40 @@ void main() {
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case BLOCK_SAPLING:
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mixWeight = 0.9;
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break;
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}
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// lightsources
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case BLOCK_AMETHYST_BUD_LARGE:
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if (blockId == BLOCK_AMETHYST_BUD_LARGE || blockId == ITEM_AMETHYST_BUD_LARGE) {
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lightColor = LightColor_Amethyst;
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lightRange = 4.0;
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mixWeight = 0.6;
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break;
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case BLOCK_AMETHYST_BUD_MEDIUM:
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}
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if (blockId == BLOCK_AMETHYST_BUD_MEDIUM || blockId == ITEM_AMETHYST_BUD_MEDIUM) {
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lightColor = LightColor_Amethyst;
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lightRange = 2.0;
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mixWeight = 0.8;
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break;
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case BLOCK_AMETHYST_CLUSTER:
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}
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if (blockId == BLOCK_AMETHYST_CLUSTER || blockId == ITEM_AMETHYST_CLUSTER) {
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lightColor = LightColor_Amethyst;
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lightRange = 5.0;
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mixWeight = 0.4;
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break;
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case BLOCK_BEACON:
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}
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if (blockId == BLOCK_BEACON || blockId == ITEM_BEACON) {
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_BREWING_STAND:
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}
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if (blockId == BLOCK_BREWING_STAND) {
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lightColor = vec3(0.636, 0.509, 0.179);
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lightRange = 1.0;
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mixWeight = 0.8;
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break;
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}
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switch (blockId) {
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#ifdef LPV_COLORED_CANDLES
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case BLOCK_CANDLES_PLAIN_LIT_1:
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lightColor = LightColor_Candles;
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@ -483,20 +488,26 @@ void main() {
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mixWeight = 1.0;
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break;
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#endif
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}
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case BLOCK_CAVE_VINE_BERRIES:
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if (blockId == ITEM_BLAZE_ROD) {
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// TODO
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}
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if (blockId == BLOCK_CAVE_VINE_BERRIES || blockId == ITEM_GLOW_BERRIES) {
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lightColor = vec3(0.651, 0.369, 0.157);
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lightRange = 14.0;
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mixWeight = 1.0;
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break;
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}
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#ifdef LPV_REDSTONE_LIGHTS
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case BLOCK_COMPARATOR_LIT:
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if (blockId == BLOCK_COMPARATOR_LIT) {
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lightColor = LightColor_RedstoneTorch;
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lightRange = 4.0;
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break;
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}
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#endif
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switch (blockId) {
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case BLOCK_COPPER_BULB_LIT:
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lightColor = LightColor_CopperBulb;
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lightRange = 15.0;
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@ -517,61 +528,85 @@ void main() {
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_CRYING_OBSIDIAN:
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}
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if (blockId == BLOCK_CRYING_OBSIDIAN) {
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lightColor = vec3(0.390, 0.065, 0.646);
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lightRange = 10.0;
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break;
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case BLOCK_END_GATEWAY:
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}
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if (blockId == BLOCK_END_GATEWAY) {
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_END_ROD:
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}
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if (blockId == BLOCK_END_ROD || blockId == ITEM_END_ROD) {
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lightColor = vec3(0.957, 0.929, 0.875);
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lightRange = 14.0;
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break;
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case BLOCK_FIRE:
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}
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if (blockId == BLOCK_FIRE) {
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_FROGLIGHT_OCHRE:
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}
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if (blockId == BLOCK_FROGLIGHT_OCHRE || blockId == ITEM_FROGLIGHT_OCHRE) {
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lightColor = vec3(0.768, 0.648, 0.108);
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lightRange = 15.0;
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break;
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case BLOCK_FROGLIGHT_PEARLESCENT:
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}
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if (blockId == BLOCK_FROGLIGHT_PEARLESCENT || blockId == ITEM_FROGLIGHT_PEARLESCENT) {
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lightColor = vec3(0.737, 0.435, 0.658);
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lightRange = 15.0;
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break;
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case BLOCK_FROGLIGHT_VERDANT:
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}
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if (blockId == BLOCK_FROGLIGHT_VERDANT || blockId == ITEM_FROGLIGHT_VERDANT) {
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lightColor = vec3(0.463, 0.763, 0.409);
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lightRange = 15.0;
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break;
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case BLOCK_FURNACE_LIT:
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}
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if (blockId == BLOCK_FURNACE_LIT) {
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lightColor = vec3(0.8, 0.7, 0.1);
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lightRange = 13.0;
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break;
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case BLOCK_GLOW_LICHEN:
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}
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if (blockId == BLOCK_GLOW_LICHEN || blockId == ITEM_GLOW_LICHEN) {
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lightColor = vec3(0.092, 0.217, 0.126);
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lightRange = 7.0;
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break;
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case BLOCK_GLOWSTONE:
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}
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if (blockId == BLOCK_GLOWSTONE || blockId == ITEM_GLOWSTONE) {
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lightColor = vec3(0.747, 0.594, 0.326);
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lightRange = 15.0;
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break;
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case BLOCK_JACK_O_LANTERN:
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}
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if (blockId == ITEM_GLOWSTONE_DUST) {
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lightColor = vec3(0.747, 0.594, 0.326);
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lightRange = 8.0;
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}
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if (blockId == BLOCK_JACK_O_LANTERN || blockId == ITEM_JACK_O_LANTERN) {
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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break;
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case BLOCK_LANTERN:
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}
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if (blockId == BLOCK_LANTERN || blockId == ITEM_LANTERN) {
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lightColor = vec3(0.839, 0.541, 0.2);
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lightRange = 15.0;
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mixWeight = 0.8;
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break;
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case BLOCK_LAVA:
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}
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if (blockId == BLOCK_LAVA) {
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lightColor = vec3(0.659, 0.302, 0.106);
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lightRange = 15.0;
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break;
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}
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else if (blockId == ITEM_LAVA_BUCKET) {
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lightColor = vec3(0.659, 0.302, 0.106);
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lightRange = 8.0;
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}
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switch (blockId) {
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case BLOCK_LIGHT_1:
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lightColor = LightColor_LightBlock;
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lightRange = 1;
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@ -647,20 +682,24 @@ void main() {
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lightRange = 15;
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mixWeight = 1.0;
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break;
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}
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case BLOCK_MAGMA:
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if (blockId == BLOCK_MAGMA || blockId == ITEM_MAGMA) {
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lightColor = vec3(0.747, 0.323, 0.110);
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lightRange = 3.0;
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break;
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case BLOCK_REDSTONE_LAMP_LIT:
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}
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if (blockId == BLOCK_REDSTONE_LAMP_LIT) {
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lightColor = vec3(0.953, 0.796, 0.496);
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lightRange = 15.0;
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break;
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case BLOCK_REDSTONE_TORCH_LIT:
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}
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if (blockId == BLOCK_REDSTONE_TORCH_LIT || blockId == ITEM_REDSTONE_TORCH) {
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lightColor = LightColor_RedstoneTorch;
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lightRange = 7.0;
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break;
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}
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switch (blockId) {
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#ifdef LPV_REDSTONE_LIGHTS
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case BLOCK_REDSTONE_WIRE_1:
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lightColor = LightColor_RedstoneTorch;
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@ -757,33 +796,42 @@ void main() {
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_LANTERN:
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}
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if (blockId == BLOCK_SEA_LANTERN || blockId == ITEM_SEA_LANTERN) {
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lightColor = vec3(0.553, 0.748, 0.859);
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lightRange = 15.0;
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break;
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case BLOCK_SHROOMLIGHT:
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}
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if (blockId == BLOCK_SHROOMLIGHT || blockId == ITEM_SHROOMLIGHT) {
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lightColor = vec3(0.848, 0.469, 0.205);
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lightRange = 15.0;
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break;
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case BLOCK_SOUL_FIRE:
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}
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if (blockId == BLOCK_SOUL_FIRE) {
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SOUL_LANTERN:
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case BLOCK_SOUL_TORCH:
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}
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if (
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blockId == BLOCK_SOUL_TORCH || blockId == ITEM_SOUL_TORCH ||
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blockId == BLOCK_SOUL_LANTERN || blockId == ITEM_SOUL_LANTERN
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) {
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TORCH:
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}
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if (blockId == BLOCK_TORCH || blockId == ITEM_TORCH) {
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lightColor = vec3(1.0, 0.6, 0.1);
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lightRange = 14.0;
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mixWeight = 0.8;
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break;
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}
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// reflective translucents / glass
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switch (blockId) {
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case BLOCK_HONEY:
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tintColor = vec3(0.984, 0.733, 0.251);
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mixWeight = 1.0;
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@ -939,32 +987,14 @@ void main() {
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 0.8;
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break;
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}
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// Misc
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case BLOCK_SIGN:
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if (blockId == BLOCK_SIGN) {
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mixWeight = 0.9;
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break;
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}
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}
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if (blockId >= 1000) {
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// ITEMS
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switch (blockId) {
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// TODO
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case 1001: // torch
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lightColor = vec3(1.0, 0.6, 0.1);
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lightRange = 14.0;
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mixWeight = 0.8;
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break;
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case 1002: // soul torch
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 0.8;
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break;
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}
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}
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// hack to increase light (if set)
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if (lightRange > 0.0) lightRange += 1.0;
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@ -1,4 +1,52 @@
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item.1000 = glow_berries soul_lantern conduit beacon sea_pickle sea_lantern glowstone redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
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item.1000=soul_lantern conduit beacon sea_pickle sea_lantern glowstone redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
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item.1001 = torch
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item.1002 = soul_torch
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item.1001=large_amethyst_bud
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item.1002=medium_amethyst_bud
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item.1003=amethyst_cluster
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item.1004=beacon
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item.1005=blaze_rod
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item.1006=end_rod
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item.1007=ochre_froglight
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item.1008=pearlescent_froglight
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item.1009=verdant_froglight
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item.1010=glow_berries
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item.1011=glow_lichen
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item.1012=glowstone
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item.1013=glowstone_dust
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item.1014=jack_o_lantern
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item.1015=lantern
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item.1016=lava_bucket
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## ITEM_LIGHT
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# item.* = light
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item.1017=magma_block
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item.1018=redstone_torch
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item.1019=sculk_catalyst
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item.1020=sea_lantern
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item.1021=shroomlight
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item.1022=soul_lantern
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item.1023=soul_torch
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item.1024=torch
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@ -1,5 +1,5 @@
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#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos) {
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos, const in vec3 normal) {
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vec3 lightFinal = vec3(0.0);
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vec3 lightColor = vec3(0.0);
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float lightRange = 0.0;
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@ -11,8 +11,10 @@
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if (lightRange > 0.0) {
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float lightDist = length(playerPos);
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vec3 lightDir = playerPos / lightDist;
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float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
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float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * max(falloff, 0.0);
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lightFinal = lightColor * NoL * max(falloff, 0.0);
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}
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return lightFinal;
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@ -55,11 +57,13 @@ vec3 DoAmbientLightColor(
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId, playerPos);
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TorchLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2, playerPos);
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TorchLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
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@ -1 +1,25 @@
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#define ITEM_LIGHT_SOURCES 1000
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#define ITEM_AMETHYST_BUD_LARGE 1001
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#define ITEM_AMETHYST_BUD_MEDIUM 1002
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#define ITEM_AMETHYST_CLUSTER 1003
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#define ITEM_BEACON 1004
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#define ITEM_BLAZE_ROD 1005
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#define ITEM_END_ROD 1006
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#define ITEM_FROGLIGHT_OCHRE 1007
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#define ITEM_FROGLIGHT_PEARLESCENT 1008
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#define ITEM_FROGLIGHT_VERDANT 1009
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#define ITEM_GLOW_BERRIES 1010
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#define ITEM_GLOW_LICHEN 1011
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#define ITEM_GLOWSTONE 1012
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#define ITEM_GLOWSTONE_DUST 1013
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#define ITEM_JACK_O_LANTERN 1014
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#define ITEM_LANTERN 1015
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#define ITEM_LAVA_BUCKET 1016
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#define ITEM_MAGMA 1017
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#define ITEM_REDSTONE_TORCH 1018
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#define ITEM_SCULK_CATALYST 1019
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#define ITEM_SEA_LANTERN 1020
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#define ITEM_SHROOMLIGHT 1021
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#define ITEM_SOUL_LANTERN 1022
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#define ITEM_SOUL_TORCH 1023
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#define ITEM_TORCH 1024
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77
shaders/template/item.properties
Normal file
77
shaders/template/item.properties
Normal file
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#= ITEM_LIGHT_SOURCES
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item.1000 = soul_lantern conduit beacon sea_pickle sea_lantern glowstone redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
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#= ITEM_AMETHYST_BUD_LARGE
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item.* = large_amethyst_bud
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#= ITEM_AMETHYST_BUD_MEDIUM
|
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item.* = medium_amethyst_bud
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#= ITEM_AMETHYST_CLUSTER
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item.* = amethyst_cluster
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#= ITEM_BEACON
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item.* = beacon
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#= ITEM_BLAZE_ROD
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item.* = blaze_rod
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#= ITEM_END_ROD
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item.* = end_rod
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#= ITEM_FROGLIGHT_OCHRE
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item.* = ochre_froglight
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#= ITEM_FROGLIGHT_PEARLESCENT
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item.* = pearlescent_froglight
|
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#= ITEM_FROGLIGHT_VERDANT
|
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item.* = verdant_froglight
|
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|
||||
#= ITEM_GLOW_BERRIES
|
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item.* = glow_berries
|
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|
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#= ITEM_GLOW_LICHEN
|
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item.* = glow_lichen
|
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|
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#= ITEM_GLOWSTONE
|
||||
item.* = glowstone
|
||||
|
||||
#= ITEM_GLOWSTONE_DUST
|
||||
item.* = glowstone_dust
|
||||
|
||||
#= ITEM_JACK_O_LANTERN
|
||||
item.* = jack_o_lantern
|
||||
|
||||
#= ITEM_LANTERN
|
||||
item.* = lantern
|
||||
|
||||
#= ITEM_LAVA_BUCKET
|
||||
item.* = lava_bucket
|
||||
|
||||
## ITEM_LIGHT
|
||||
# item.* = light
|
||||
|
||||
#= ITEM_MAGMA
|
||||
item.* = magma_block
|
||||
|
||||
#= ITEM_REDSTONE_TORCH
|
||||
item.* = redstone_torch
|
||||
|
||||
#= ITEM_SCULK_CATALYST
|
||||
item.* = sculk_catalyst
|
||||
|
||||
#= ITEM_SEA_LANTERN
|
||||
item.* = sea_lantern
|
||||
|
||||
#= ITEM_SHROOMLIGHT
|
||||
item.* = shroomlight
|
||||
|
||||
#= ITEM_SOUL_LANTERN
|
||||
item.* = soul_lantern
|
||||
|
||||
#= ITEM_SOUL_TORCH
|
||||
item.* = soul_torch
|
||||
|
||||
#= ITEM_TORCH
|
||||
item.* = torch
|
Loading…
Reference in New Issue
Block a user