mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
tiny tweaks
This commit is contained in:
parent
cf945dcb8c
commit
5aea35fe25
@ -860,7 +860,7 @@ void main() {
|
|||||||
#ifndef ambientLight_only
|
#ifndef ambientLight_only
|
||||||
background += drawSun(dot(lightCol.a * WsunVec, np3),0, DirectLightColor,vec3(0.0)) ; // sun
|
background += drawSun(dot(lightCol.a * WsunVec, np3),0, DirectLightColor,vec3(0.0)) ; // sun
|
||||||
// vec3 moon = drawSun(dot(lightCol.a * -WsunVec, np3),0, DirectLightColor/5,vec3(0.0)) ; // moon
|
// vec3 moon = drawSun(dot(lightCol.a * -WsunVec, np3),0, DirectLightColor/5,vec3(0.0)) ; // moon
|
||||||
background += Moon(np3, -WsunVec, DirectLightColor*25, background); // moon
|
background += Moon(np3, -WsunVec, blackbody2(12000), background); // moon
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
background *= clamp( (np3.y+ 0.02)*5.0 + (eyeAltitude - 319)/800000 ,0.0,1.0);
|
background *= clamp( (np3.y+ 0.02)*5.0 + (eyeAltitude - 319)/800000 ,0.0,1.0);
|
||||||
|
@ -83,10 +83,7 @@ flat varying float EMISSIVE;
|
|||||||
flat varying int LIGHTNING;
|
flat varying int LIGHTNING;
|
||||||
flat varying float HELD_ITEM_BRIGHTNESS;
|
flat varying float HELD_ITEM_BRIGHTNESS;
|
||||||
|
|
||||||
#ifdef ENTITIES
|
flat varying int PHYSICSMOD_SNOW;
|
||||||
#define ENTITY_PHYSICSMOD_SNOW 829925
|
|
||||||
#endif
|
|
||||||
|
|
||||||
uniform float noPuddleAreas;
|
uniform float noPuddleAreas;
|
||||||
|
|
||||||
|
|
||||||
@ -474,7 +471,7 @@ void main() {
|
|||||||
NormalTex.xy = NormalTex.xy*2.0-1.0;
|
NormalTex.xy = NormalTex.xy*2.0-1.0;
|
||||||
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
|
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
|
||||||
|
|
||||||
normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
|
if(PHYSICSMOD_SNOW < 1)normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
|
||||||
|
|
||||||
// #ifdef ENTITIES
|
// #ifdef ENTITIES
|
||||||
// if(NameTags == 1) normal = vec3(1);
|
// if(NameTags == 1) normal = vec3(1);
|
||||||
|
@ -61,6 +61,9 @@ flat varying int NameTags;
|
|||||||
in vec3 at_velocity;
|
in vec3 at_velocity;
|
||||||
out vec3 velocity;
|
out vec3 velocity;
|
||||||
|
|
||||||
|
|
||||||
|
flat varying int PHYSICSMOD_SNOW;
|
||||||
|
|
||||||
uniform mat4 gbufferModelView;
|
uniform mat4 gbufferModelView;
|
||||||
uniform mat4 gbufferModelViewInverse;
|
uniform mat4 gbufferModelViewInverse;
|
||||||
attribute vec4 mc_midTexCoord;
|
attribute vec4 mc_midTexCoord;
|
||||||
@ -151,6 +154,9 @@ float densityAtPos(in vec3 pos){
|
|||||||
|
|
||||||
return mix(xy.r,xy.g, f.y);
|
return mix(xy.r,xy.g, f.y);
|
||||||
}
|
}
|
||||||
|
float luma(vec3 color) {
|
||||||
|
return dot(color,vec3(0.21, 0.72, 0.07));
|
||||||
|
}
|
||||||
|
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
//////////////////////////////VOID MAIN//////////////////////////////
|
//////////////////////////////VOID MAIN//////////////////////////////
|
||||||
@ -208,14 +214,22 @@ void main() {
|
|||||||
velocity = at_velocity;
|
velocity = at_velocity;
|
||||||
|
|
||||||
NameTags = 0;
|
NameTags = 0;
|
||||||
|
|
||||||
|
PHYSICSMOD_SNOW = 0;
|
||||||
|
|
||||||
#ifdef ENTITIES
|
#ifdef ENTITIES
|
||||||
|
|
||||||
|
#ifdef ENTITY_PHYSICSMOD_SNOW
|
||||||
|
if(entityId == 829925) PHYSICSMOD_SNOW = 1;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
// try and single out nametag text and then discard nametag background
|
// try and single out nametag text and then discard nametag background
|
||||||
// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
|
// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
|
||||||
// if(gl_Color.a < 1.0) NameTags = 1;
|
// if(gl_Color.a < 1.0) NameTags = 1;
|
||||||
// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
|
// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
|
||||||
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
@ -3,4 +3,6 @@
|
|||||||
#define WORLD
|
#define WORLD
|
||||||
#define ENTITIES
|
#define ENTITIES
|
||||||
|
|
||||||
|
#define ENTITY_PHYSICSMOD_SNOW 829925
|
||||||
|
|
||||||
#include "gbuffers_all_solid.fsh"
|
#include "gbuffers_all_solid.fsh"
|
@ -3,4 +3,5 @@
|
|||||||
#define WORLD
|
#define WORLD
|
||||||
#define ENTITIES
|
#define ENTITIES
|
||||||
|
|
||||||
|
#define ENTITY_PHYSICSMOD_SNOW 829925
|
||||||
#include "gbuffers_all_solid.vsh"
|
#include "gbuffers_all_solid.vsh"
|
@ -3,7 +3,10 @@
|
|||||||
#define PHYSICS_OCEAN_SUPPORT
|
#define PHYSICS_OCEAN_SUPPORT
|
||||||
// at the top of your file. When used my mod no longer injects code into
|
// at the top of your file. When used my mod no longer injects code into
|
||||||
// your shaderpack. It replaces this define statement (before compilation) with
|
// your shaderpack. It replaces this define statement (before compilation) with
|
||||||
|
#define PHYSICS_OCEAN
|
||||||
|
// so you can use
|
||||||
|
#ifdef PHYSICS_OCEAN
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef PhysicsMod_support
|
#ifdef PhysicsMod_support
|
||||||
// to customize the water for the physics ocean
|
// to customize the water for the physics ocean
|
||||||
|
Loading…
Reference in New Issue
Block a user