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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Xonk 2024-06-12 17:25:35 -04:00 committed by GitHub
commit 4d2a30af6a
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GPG Key ID: B5690EEEBB952194
4 changed files with 28 additions and 7 deletions

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@ -8,7 +8,7 @@ separateAo = true
rain.depth = false
beacon.beam.depth = true
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE
#if RESOURCEPACK_SKY == 2
sun=true

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@ -16,7 +16,11 @@ Read the terms of modification and sharing before changing something below pleas
#ifdef IS_LPV_ENABLED
attribute vec4 mc_Entity;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
attribute vec4 at_midBlock;
#else
attribute vec3 at_midBlock;
#endif
attribute vec3 vaPosition;
uniform mat4 shadowModelViewInverse;
@ -48,9 +52,12 @@ void main() {
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
) {
vec3 originPos = playerpos + at_midBlock/64.0;
vec3 originPos = playerpos + at_midBlock.xyz/64.0;
uint voxelId = uint(mc_Entity.x + 0.5);
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
#endif
if (voxelId == 0u) voxelId = 1u;
SetVoxelBlock(originPos, voxelId);

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@ -54,7 +54,11 @@ uniform int entityId;
#include "/lib/entities.glsl"
#ifdef IS_LPV_ENABLED
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
attribute vec4 at_midBlock;
#else
attribute vec3 at_midBlock;
#endif
uniform int currentRenderedItemId;
uniform int renderStage;
@ -204,9 +208,12 @@ void main() {
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
) {
uint voxelId = uint(blockId);
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
#endif
if (voxelId == 0u) voxelId = 1u;
vec3 originPos = playerpos + at_midBlock/64.0;
vec3 originPos = playerpos + at_midBlock.xyz/64.0;
SetVoxelBlock(originPos, voxelId);
}

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@ -16,7 +16,11 @@ Read the terms of modification and sharing before changing something below pleas
#ifdef IS_LPV_ENABLED
attribute vec4 mc_Entity;
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
attribute vec4 at_midBlock;
#else
attribute vec3 at_midBlock;
#endif
attribute vec3 vaPosition;
uniform mat4 shadowModelViewInverse;
@ -48,9 +52,12 @@ void main() {
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
) {
vec3 originPos = playerpos + at_midBlock/64.0;
vec3 originPos = playerpos + at_midBlock.xyz/64.0;
uint voxelId = uint(mc_Entity.x + 0.5);
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
if (voxelId == 0u && at_midBlock.w > 0) voxelId = BLOCK_LIGHT_1 + uint(at_midBlock.w - 1);
#endif
if (voxelId == 0u) voxelId = 1u;
SetVoxelBlock(originPos, voxelId);