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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
tiny tweaks
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@ -860,7 +860,7 @@ void main() {
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#ifndef ambientLight_only
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background += drawSun(dot(lightCol.a * WsunVec, np3),0, DirectLightColor,vec3(0.0)) ; // sun
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// vec3 moon = drawSun(dot(lightCol.a * -WsunVec, np3),0, DirectLightColor/5,vec3(0.0)) ; // moon
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background += Moon(np3, -WsunVec, DirectLightColor*25, background); // moon
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background += Moon(np3, -WsunVec, blackbody2(12000), background); // moon
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#endif
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background *= clamp( (np3.y+ 0.02)*5.0 + (eyeAltitude - 319)/800000 ,0.0,1.0);
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@ -83,10 +83,7 @@ flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#ifdef ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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flat varying int PHYSICSMOD_SNOW;
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uniform float noPuddleAreas;
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@ -474,7 +471,7 @@ void main() {
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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if(PHYSICSMOD_SNOW < 1)normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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// #ifdef ENTITIES
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// if(NameTags == 1) normal = vec3(1);
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@ -61,6 +61,9 @@ flat varying int NameTags;
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in vec3 at_velocity;
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out vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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attribute vec4 mc_midTexCoord;
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@ -151,6 +154,9 @@ float densityAtPos(in vec3 pos){
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return mix(xy.r,xy.g, f.y);
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -208,14 +214,22 @@ void main() {
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velocity = at_velocity;
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NameTags = 0;
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PHYSICSMOD_SNOW = 0;
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#ifdef ENTITIES
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#ifdef ENTITY_PHYSICSMOD_SNOW
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if(entityId == 829925) PHYSICSMOD_SNOW = 1;
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#endif
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// try and single out nametag text and then discard nametag background
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// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
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// if(gl_Color.a < 1.0) NameTags = 1;
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// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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#endif
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@ -3,4 +3,6 @@
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#define WORLD
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#define ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#include "gbuffers_all_solid.fsh"
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@ -3,4 +3,5 @@
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#define WORLD
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#define ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#include "gbuffers_all_solid.vsh"
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@ -3,7 +3,10 @@
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#define PHYSICS_OCEAN_SUPPORT
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// at the top of your file. When used my mod no longer injects code into
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// your shaderpack. It replaces this define statement (before compilation) with
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#define PHYSICS_OCEAN
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// so you can use
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#ifdef PHYSICS_OCEAN
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#endif
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#ifdef PhysicsMod_support
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// to customize the water for the physics ocean
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