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Merge pull request #200 from Null-MC/floodfill.blockentity-fix
FloodFill Entity Fix
This commit is contained in:
commit
19cecb224e
@ -487,45 +487,45 @@ block.265=mcwlights:yellow_lamp:lit=true mcwlights:yellow_paper_lamp:lit=true mc
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block.301=glass glass_pane
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block.301=glass glass_pane
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block.302=honey_block
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block.302=black_stained_glass black_stained_glass_pane
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block.303=ice frosted_ice
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block.303=blue_stained_glass blue_stained_glass_pane
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block.304=nether_portal
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block.304=brown_stained_glass brown_stained_glass_pane
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block.305=slime_block
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block.305=cyan_stained_glass cyan_stained_glass_pane
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block.306=black_stained_glass black_stained_glass_pane
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block.306=gray_stained_glass gray_stained_glass_pane
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block.307=blue_stained_glass blue_stained_glass_pane
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block.307=green_stained_glass green_stained_glass_pane
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block.308=brown_stained_glass brown_stained_glass_pane
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block.308=light_blue_stained_glass light_blue_stained_glass_pane
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block.309=cyan_stained_glass cyan_stained_glass_pane
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block.309=light_gray_stained_glass light_gray_stained_glass_pane
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block.310=gray_stained_glass gray_stained_glass_pane
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block.310=lime_stained_glass lime_stained_glass_pane
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block.311=green_stained_glass green_stained_glass_pane
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block.311=magenta_stained_glass magenta_stained_glass_pane
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block.312=light_blue_stained_glass light_blue_stained_glass_pane
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block.312=orange_stained_glass orange_stained_glass_pane
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block.313=light_gray_stained_glass light_gray_stained_glass_pane
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block.313=pink_stained_glass pink_stained_glass_pane
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block.314=lime_stained_glass lime_stained_glass_pane
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block.314=purple_stained_glass purple_stained_glass_pane
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block.315=magenta_stained_glass magenta_stained_glass_pane
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block.315=red_stained_glass red_stained_glass_pane
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block.316=orange_stained_glass orange_stained_glass_pane
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block.316=white_stained_glass white_stained_glass_pane
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block.317=pink_stained_glass pink_stained_glass_pane
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block.317=yellow_stained_glass yellow_stained_glass_pane
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block.318=purple_stained_glass purple_stained_glass_pane
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block.318=honey_block
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block.319=red_stained_glass red_stained_glass_pane
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block.319=ice frosted_ice
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block.320=white_stained_glass white_stained_glass_pane
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block.320=nether_portal
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block.321=yellow_stained_glass yellow_stained_glass_pane
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block.321=slime_block
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####### ----- LPV shapes ----- #######
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####### ----- LPV shapes ----- #######
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@ -830,18 +830,8 @@ void main() {
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// reflective translucents / glass
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// reflective translucents / glass
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switch (blockId) {
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switch (blockId) {
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case BLOCK_HONEY:
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case BLOCK_GLASS:
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tintColor = vec3(0.984, 0.733, 0.251);
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tintColor = vec3(1.0);
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mixWeight = 1.0;
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break;
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case BLOCK_NETHER_PORTAL:
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lightColor = vec3(0.502, 0.165, 0.831);
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tintColor = vec3(0.502, 0.165, 0.831);
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lightRange = 11.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SLIME:
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tintColor = vec3(0.408, 0.725, 0.329);
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mixWeight = 1.0;
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mixWeight = 1.0;
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break;
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break;
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case BLOCK_GLASS_BLACK:
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case BLOCK_GLASS_BLACK:
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@ -908,6 +898,20 @@ void main() {
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tintColor = vec3(0.965, 0.965, 0.123);
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tintColor = vec3(0.965, 0.965, 0.123);
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mixWeight = 1.0;
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mixWeight = 1.0;
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break;
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break;
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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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break;
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case BLOCK_NETHER_PORTAL:
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lightColor = vec3(0.502, 0.165, 0.831);
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tintColor = vec3(0.502, 0.165, 0.831);
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lightRange = 11.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SLIME:
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tintColor = vec3(0.408, 0.725, 0.329);
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mixWeight = 1.0;
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break;
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// LPV shapes
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// LPV shapes
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@ -179,26 +179,26 @@
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#define BLOCK_LAMP_LIT_WHITE 264
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#define BLOCK_LAMP_LIT_WHITE 264
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#define BLOCK_LAMP_LIT_YELLOW 265
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#define BLOCK_LAMP_LIT_YELLOW 265
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#define BLOCK_GLASS 301
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#define BLOCK_GLASS 301
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#define BLOCK_HONEY 302
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#define BLOCK_GLASS_BLACK 302
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#define BLOCK_ICE 303
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#define BLOCK_GLASS_BLUE 303
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#define BLOCK_NETHER_PORTAL 304
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#define BLOCK_GLASS_BROWN 304
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#define BLOCK_SLIME 305
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#define BLOCK_GLASS_CYAN 305
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#define BLOCK_GLASS_BLACK 306
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#define BLOCK_GLASS_GRAY 306
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#define BLOCK_GLASS_BLUE 307
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#define BLOCK_GLASS_GREEN 307
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#define BLOCK_GLASS_BROWN 308
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#define BLOCK_GLASS_LIGHT_BLUE 308
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#define BLOCK_GLASS_CYAN 309
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#define BLOCK_GLASS_LIGHT_GRAY 309
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#define BLOCK_GLASS_GRAY 310
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#define BLOCK_GLASS_LIME 310
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#define BLOCK_GLASS_GREEN 311
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#define BLOCK_GLASS_MAGENTA 311
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#define BLOCK_GLASS_LIGHT_BLUE 312
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#define BLOCK_GLASS_ORANGE 312
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#define BLOCK_GLASS_LIGHT_GRAY 313
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#define BLOCK_GLASS_PINK 313
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#define BLOCK_GLASS_LIME 314
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#define BLOCK_GLASS_PURPLE 314
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#define BLOCK_GLASS_MAGENTA 315
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#define BLOCK_GLASS_RED 315
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#define BLOCK_GLASS_ORANGE 316
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#define BLOCK_GLASS_WHITE 316
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#define BLOCK_GLASS_PINK 317
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#define BLOCK_GLASS_YELLOW 317
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#define BLOCK_GLASS_PURPLE 318
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#define BLOCK_HONEY 318
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#define BLOCK_GLASS_RED 319
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#define BLOCK_ICE 319
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#define BLOCK_GLASS_WHITE 320
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#define BLOCK_NETHER_PORTAL 320
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#define BLOCK_GLASS_YELLOW 321
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#define BLOCK_SLIME 321
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#define BLOCK_LPV_IGNORE 401
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#define BLOCK_LPV_IGNORE 401
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#define BLOCK_CARPET 402
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#define BLOCK_CARPET 402
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#define BLOCK_DOOR_N 403
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#define BLOCK_DOOR_N 403
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@ -11,7 +11,6 @@ void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
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}
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}
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void PopulateShadowVoxel(const in vec3 playerPos) {
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void PopulateShadowVoxel(const in vec3 playerPos) {
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//int blockId = int(mc_Entity.x + 0.5);
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uint voxelId = uint(mc_Entity.x + 0.5);
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uint voxelId = uint(mc_Entity.x + 0.5);
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vec3 originPos = playerPos;
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vec3 originPos = playerPos;
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@ -22,6 +21,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
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#endif
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#endif
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if (voxelId == 0u) voxelId = 1u;
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if (voxelId == 0u) voxelId = 1u;
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originPos += at_midBlock.xyz/64.0;
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originPos += at_midBlock.xyz/64.0;
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@ -32,7 +32,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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) {
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) {
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (blockEntityId > 0)
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if (blockEntityId > 0 && blockEntityId < 500)
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voxelId = uint(blockEntityId);
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voxelId = uint(blockEntityId);
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}
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}
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {
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@ -670,18 +670,6 @@ block.*= minecraft:hanging_roots minecraft:weeping_vines minecraft:cave_vines:be
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#= BLOCK_GLASS
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#= BLOCK_GLASS
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block.301= glass glass_pane
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block.301= glass glass_pane
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#= BLOCK_HONEY
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block.*= honey_block
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#= BLOCK_ICE
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block.*= ice frosted_ice
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#= BLOCK_NETHER_PORTAL
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block.*= nether_portal
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#= BLOCK_SLIME
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block.*= slime_block
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#= BLOCK_GLASS_BLACK
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#= BLOCK_GLASS_BLACK
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block.*= black_stained_glass black_stained_glass_pane
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block.*= black_stained_glass black_stained_glass_pane
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@ -730,6 +718,18 @@ block.*= minecraft:hanging_roots minecraft:weeping_vines minecraft:cave_vines:be
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#= BLOCK_GLASS_YELLOW
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#= BLOCK_GLASS_YELLOW
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block.*= yellow_stained_glass yellow_stained_glass_pane
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block.*= yellow_stained_glass yellow_stained_glass_pane
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#= BLOCK_HONEY
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block.*= honey_block
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#= BLOCK_ICE
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block.*= ice frosted_ice
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#= BLOCK_NETHER_PORTAL
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block.*= nether_portal
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#= BLOCK_SLIME
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block.*= slime_block
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####### ----- LPV shapes ----- #######
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####### ----- LPV shapes ----- #######
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@ -235,7 +235,7 @@ void main() {
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(InterpolateFromBase && (blockId == BLOCK_GRASS_TALL_LOWER || blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GRASS_SHORT || blockId == BLOCK_SAPLING || blockId == BLOCK_GROUND_WAVING_VERTICAL))
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(InterpolateFromBase && (blockId == BLOCK_GRASS_TALL_LOWER || blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GRASS_SHORT || blockId == BLOCK_SAPLING || blockId == BLOCK_GROUND_WAVING_VERTICAL))
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// these wave off of the ceiling. the area connected to the ceiling does not wave.
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// these wave off of the ceiling. the area connected to the ceiling does not wave.
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|| (!InterpolateFromBase && (blockId == 17))
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|| (!InterpolateFromBase && (blockId == BLOCK_VINE_OTHER))
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// these wave off of the air. they wave uniformly
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// these wave off of the air. they wave uniformly
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|| (blockId == BLOCK_GRASS_TALL_UPPER || blockId == BLOCK_AIR_WAVING)
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|| (blockId == BLOCK_GRASS_TALL_UPPER || blockId == BLOCK_AIR_WAVING)
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@ -256,7 +256,8 @@ void main() {
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#ifdef DISTORT_SHADOWMAP
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#ifdef DISTORT_SHADOWMAP
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if(entityId == 1100) position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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if (entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SLIME)
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position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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#else
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#else
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