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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix tiny issue with seasons on DH LODS
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4e00602b33
commit
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@ -90,8 +90,7 @@ void main() {
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#if defined Seasons && defined OVERWORLD_SHADER
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float blank = 0.0;
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YearCycleColor(gcolor.rgb, gl_Color.rgb, blank, dhMaterialId == DH_BLOCK_LEAVES);
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YearCycleColor(gcolor.rgb, gl_Color.rgb, dhMaterialId == DH_BLOCK_LEAVES, dh_material_id == DH_BLOCK_GRASS);
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#endif
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#if DOF_QUALITY == 5
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@ -355,8 +355,7 @@ if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_I
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#endif
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#if defined Seasons && defined WORLD && !defined ENTITIES && !defined BLOCKENTITIES && !defined HAND
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float blank = 0.0;
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YearCycleColor(color.rgb, gl_Color.rgb, blank, mc_Entity.x == BLOCK_AIR_WAVING);
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YearCycleColor(color.rgb, gl_Color.rgb, mc_Entity.x == BLOCK_AIR_WAVING, true);
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#endif
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#ifdef TAA_UPSCALING
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@ -17,9 +17,9 @@
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void YearCycleColor (
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inout vec3 FinalColor,
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vec3 glcolor,
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inout float SnowySeason,
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bool isLeaves
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bool isLeaves,
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bool isPlants
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){
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// colors for things that arent leaves and using the tint index.
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vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
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@ -65,19 +65,19 @@
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vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
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// make it so that you only have access to parts of the texture that use the tint index
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0 && isPlants;
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// multiply final color by the final lerped color, because it contains all the other colors.
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if(IsTintIndex) FinalColor = SpringToSummer;
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#ifdef Snowy_Winter
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// this is to make snow only exist in winter
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float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
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float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
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SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
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#else
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SnowySeason = 0.0;
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#endif
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// #ifdef Snowy_Winter
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// // this is to make snow only exist in winter
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// float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
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// float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
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// // SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
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// #else
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// // SnowySeason = 0.0;
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// #endif
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}
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#endif
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#endif
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