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https://github.com/X0nk/Bliss-Shader.git
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Merge pull request #184 from fayer3/BLOCK_EMISSION_ATTRIBUTE
add support for Iris BLOCK_EMISSION_ATTRIBUTE to auto add lights to floodfill
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commit
4d2a30af6a
@ -8,7 +8,7 @@ separateAo = true
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rain.depth = false
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rain.depth = false
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beacon.beam.depth = true
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beacon.beam.depth = true
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iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
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iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE
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#if RESOURCEPACK_SKY == 2
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#if RESOURCEPACK_SKY == 2
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sun=true
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sun=true
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@ -16,7 +16,11 @@ Read the terms of modification and sharing before changing something below pleas
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#ifdef IS_LPV_ENABLED
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#ifdef IS_LPV_ENABLED
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attribute vec4 mc_Entity;
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attribute vec4 mc_Entity;
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attribute vec3 at_midBlock;
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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attribute vec4 at_midBlock;
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#else
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attribute vec3 at_midBlock;
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#endif
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attribute vec3 vaPosition;
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attribute vec3 vaPosition;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowModelViewInverse;
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@ -48,9 +52,12 @@ void main() {
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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) {
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) {
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vec3 originPos = playerpos + at_midBlock/64.0;
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vec3 originPos = playerpos + at_midBlock.xyz/64.0;
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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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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
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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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SetVoxelBlock(originPos, voxelId);
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SetVoxelBlock(originPos, voxelId);
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@ -54,7 +54,11 @@ uniform int entityId;
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#include "/lib/entities.glsl"
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#include "/lib/entities.glsl"
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#ifdef IS_LPV_ENABLED
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#ifdef IS_LPV_ENABLED
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attribute vec3 at_midBlock;
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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attribute vec4 at_midBlock;
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#else
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attribute vec3 at_midBlock;
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#endif
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uniform int currentRenderedItemId;
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uniform int currentRenderedItemId;
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uniform int renderStage;
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uniform int renderStage;
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@ -204,9 +208,12 @@ void main() {
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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) {
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) {
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uint voxelId = uint(blockId);
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uint voxelId = uint(blockId);
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
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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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vec3 originPos = playerpos + at_midBlock/64.0;
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vec3 originPos = playerpos + at_midBlock.xyz/64.0;
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SetVoxelBlock(originPos, voxelId);
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SetVoxelBlock(originPos, voxelId);
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}
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}
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@ -16,7 +16,11 @@ Read the terms of modification and sharing before changing something below pleas
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#ifdef IS_LPV_ENABLED
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#ifdef IS_LPV_ENABLED
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attribute vec4 mc_Entity;
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attribute vec4 mc_Entity;
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attribute vec3 at_midBlock;
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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attribute vec4 at_midBlock;
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#else
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attribute vec3 at_midBlock;
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#endif
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attribute vec3 vaPosition;
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attribute vec3 vaPosition;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowModelViewInverse;
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@ -48,9 +52,12 @@ void main() {
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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) {
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) {
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vec3 originPos = playerpos + at_midBlock/64.0;
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vec3 originPos = playerpos + at_midBlock.xyz/64.0;
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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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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
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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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SetVoxelBlock(originPos, voxelId);
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SetVoxelBlock(originPos, voxelId);
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