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https://github.com/X0nk/Bliss-Shader.git
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remap entities
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parent
1bb63feb2a
commit
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@ -1,5 +1,6 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -69,7 +70,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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@ -3,6 +3,8 @@
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -248,7 +250,7 @@ void main() {
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#ifdef ENTITIES
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// disallow POM to work on item frames.
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if(entityId == 2300) SIGN = 1;
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if(entityId == ENTITY_ITEM_FRAME) SIGN = 1;
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// try and single out nametag text and then discard nametag background
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@ -256,7 +258,7 @@ void main() {
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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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if(entityId == 1100 || entityId == 1200 || entityId == 2468) normalMat.a = 0.45;
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if(entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SSS_WEAK || entityId == ENTITY_PLAYER || entityId == 2468) normalMat.a = 0.45;
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#endif
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@ -272,7 +274,7 @@ void main() {
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345){
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if(entityId == ENTITY_LIGHTNING){
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LIGHTNING = 1;
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normalMat.a = 0.50;
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}
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@ -284,7 +286,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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@ -319,12 +321,12 @@ void main() {
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#ifdef MOB_SSS
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/////// ----- SSS ON MOBS----- ///////
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// strong
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if(entityId == 1100) SSSAMOUNT = 0.75;
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if(entityId == ENTITY_SSS_MEDIUM) SSSAMOUNT = 0.75;
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// medium
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// low
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if(entityId == 1200) SSSAMOUNT = 0.3;
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if(entityId == ENTITY_SSS_WEAK || entityId == ENTITY_PLAYER) SSSAMOUNT = 0.3;
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#endif
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#endif
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@ -1,6 +1,7 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/items.glsl"
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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@ -93,7 +94,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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float mat = 0.0;
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@ -1,20 +1,20 @@
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#if MC_VERSION >= 11300
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entity.1201= player
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entity.1202 = minecraft:lightning_bolt weather2:lightning_bolt
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## misc stuff
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entity.1203 = ender_dragon wither
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entity.1301= item_frame item_display
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entity.1302= spectral_arrow bigglobe:torch_arrow
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entity.1303= tnt firework_rocket
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######
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###### all the different strengths of subsurface scattering and what entities to put them on.
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######
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## medium sss (same as strong sss for blocks)
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entity.1100 = slime giant ghast elder_guardian
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entity.1401 = slime giant ghast elder_guardian
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## weak sss (same as weak sss for blocks)
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entity.1200 = player sheep frog chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager trader_llama
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## misc stuff
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entity.1300 = ender_dragon wither
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entity.12345 = minecraft:lightning_bolt \
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weather2:lightning_bolt
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# all of these get excluded from POM
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entity.2300 = minecraft:item_frame minecraft:item_display
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entity.1402 = sheep frog chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager trader_llama
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@ -1,3 +1,3 @@
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item.100 = glow_berries soul_lantern soul_torch conduit beacon sea_pickle sea_lantern glowstone torch redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket \
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\
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conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
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item.1000= glow_berries soul_lantern soul_torch conduit beacon sea_pickle sea_lantern glowstone torch redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket \
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\
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conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
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10
shaders/lib/entities.glsl
Normal file
10
shaders/lib/entities.glsl
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@ -0,0 +1,10 @@
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#define ENTITY_PLAYER 1201
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#define ENTITY_LIGHTNING 1202
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//#define ENTITY_DRAGON_WITH 1203
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#define ENTITY_ITEM_FRAME 1301
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#define ENTITY_SPECTRAL_ARROW 1302
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#define ENTITY_TNT 1303
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#define ENTITY_SSS_MEDIUM 1401
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#define ENTITY_SSS_WEAK 1402
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1
shaders/lib/items.glsl
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1
shaders/lib/items.glsl
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@ -0,0 +1 @@
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#define ITEM_LIGHT_SOURCES 1000
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@ -49,6 +49,7 @@ uniform int entityId;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#ifdef IS_LPV_ENABLED
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attribute vec3 at_midBlock;
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@ -209,7 +210,10 @@ void main() {
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) {
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uint voxelId = uint(BLOCK_EMPTY);
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if (currentRenderedItemId > 0) voxelId = uint(currentRenderedItemId);
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if (currentRenderedItemId > 0) {
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if (entityId != ENTITY_ITEM_FRAME)
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voxelId = uint(currentRenderedItemId);
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}
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else {
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// TODO: set from entityId
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}
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@ -258,7 +262,7 @@ void main() {
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/// this is to ease the shadow acne on big fat entities like ghasts.
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float bias = 6.0;
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if(entityId == 1100){
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if(entityId == ENTITY_SSS_MEDIUM){
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// increase bias on parts facing the sun
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vec3 FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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vec3 WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(shadowModelViewInverse) * sunPosition);
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