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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
make seasons work on distant horizons LODS
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@ -45,6 +45,8 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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}
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*/
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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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void main() {
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gl_Position = ftransform();
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@ -86,6 +88,12 @@ void main() {
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normals_and_materials = vec4(normalize(gl_NormalMatrix * gl_Normal), MATERIALS);
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dh_material_id = dhMaterialId;
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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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#endif
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#if DOF_QUALITY == 5
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vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
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jitter = rotate(radians(float(frameCounter))) * jitter;
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@ -356,7 +356,7 @@ if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_I
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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);
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YearCycleColor(color.rgb, gl_Color.rgb, blank, mc_Entity.x == BLOCK_AIR_WAVING);
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#endif
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#ifdef TAA_UPSCALING
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@ -17,7 +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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inout float SnowySeason,
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bool isLeaves
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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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@ -32,7 +34,7 @@
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SpringCol *= glcolor;
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// do leaf colors different because thats cool and i like it
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if(mc_Entity.x == BLOCK_AIR_WAVING){
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if(isLeaves){
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SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
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AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
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WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
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