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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
add candles
This commit is contained in:
parent
8aa4750226
commit
67af28c76c
@ -31,34 +31,38 @@
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####### ----- lightsources ----- #######
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block.1001 = beacon
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block.1002 = cave_vines_plant:berries=true cave_vines:berries=true
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block.1003 = conduit
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block.1004 = end_gateway
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block.1005 = end_rod
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block.1006 = fire campfire:lit=true
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block.1007 = ochre_froglight
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block.1008 = pearlescent_froglight
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block.1009 = verdant_froglight
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block.1010 = glowstone
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block.1011 = jack_o_lantern
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block.1012 = lantern
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block.1013 = lava
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block.1014 = magma_block
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block.1015 = redstone_lamp:lit=true
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block.1016 = redstone_torch:lit=true redstone_wall_torch:lit=true
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block.1017 = respawn_anchor:charges=4
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block.1018 = sculk_sensor:sculk_sensor_phase=active
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block.1019 = sea_pickle:waterlogged=true:pickles=1
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block.1020 = sea_pickle:waterlogged=true:pickles=2
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block.1021 = sea_pickle:waterlogged=true:pickles=3
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block.1022 = sea_pickle:waterlogged=true:pickles=4
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block.1023 = sea_lantern
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block.1024 = shroomlight
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block.1025 = smoker:lit=true
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block.1026 = soul_fire soul_campfire:lit=true
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block.1027 = soul_lantern
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block.1028 = soul_torch soul_wall_torch
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block.1029 = torch wall_torch
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block.1002 = candle:candles=1:lit=true black_candle:candles=1:lit=true blue_candle:candles=1:lit=true brown_candle:candles=1:lit=true cyan_candle:candles=1:lit=true gray_candle:candles=1:lit=true green_candle:candles=1:lit=true light_blue_candle:candles=1:lit=true light_gray_candle:candles=1:lit=true lime_candle:candles=1:lit=true magenta_candle:candles=1:lit=true orange_candle:candles=1:lit=true pink_candle:candles=1:lit=true purple_candle:candles=1:lit=true red_candle:candles=1:lit=true white_candle:candles=1:lit=true yellow_candle:candles=1:lit=true
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block.1003 = candle:candles=2:lit=true black_candle:candles=2:lit=true blue_candle:candles=2:lit=true brown_candle:candles=2:lit=true cyan_candle:candles=2:lit=true gray_candle:candles=2:lit=true green_candle:candles=2:lit=true light_blue_candle:candles=2:lit=true light_gray_candle:candles=2:lit=true lime_candle:candles=2:lit=true magenta_candle:candles=2:lit=true orange_candle:candles=2:lit=true pink_candle:candles=2:lit=true purple_candle:candles=2:lit=true red_candle:candles=2:lit=true white_candle:candles=2:lit=true yellow_candle:candles=2:lit=true
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block.1004 = candle:candles=3:lit=true black_candle:candles=3:lit=true blue_candle:candles=3:lit=true brown_candle:candles=3:lit=true cyan_candle:candles=3:lit=true gray_candle:candles=3:lit=true green_candle:candles=3:lit=true light_blue_candle:candles=3:lit=true light_gray_candle:candles=3:lit=true lime_candle:candles=3:lit=true magenta_candle:candles=3:lit=true orange_candle:candles=3:lit=true pink_candle:candles=3:lit=true purple_candle:candles=3:lit=true red_candle:candles=3:lit=true white_candle:candles=3:lit=true yellow_candle:candles=3:lit=true
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block.1005 = candle:candles=4:lit=true black_candle:candles=4:lit=true blue_candle:candles=4:lit=true brown_candle:candles=4:lit=true cyan_candle:candles=4:lit=true gray_candle:candles=4:lit=true green_candle:candles=4:lit=true light_blue_candle:candles=4:lit=true light_gray_candle:candles=4:lit=true lime_candle:candles=4:lit=true magenta_candle:candles=4:lit=true orange_candle:candles=4:lit=true pink_candle:candles=4:lit=true purple_candle:candles=4:lit=true red_candle:candles=4:lit=true white_candle:candles=4:lit=true yellow_candle:candles=4:lit=true
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block.1006 = cave_vines_plant:berries=true cave_vines:berries=true
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block.1007 = conduit
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block.1008 = end_gateway
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block.1009 = end_rod
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block.1010 = fire campfire:lit=true
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block.1011 = ochre_froglight
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block.1012 = pearlescent_froglight
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block.1013 = verdant_froglight
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block.1014 = glowstone
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block.1015 = jack_o_lantern
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block.1016 = lantern
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block.1017 = lava
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block.1018 = magma_block
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block.1019 = redstone_lamp:lit=true
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block.1020 = redstone_torch:lit=true redstone_wall_torch:lit=true
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block.1021 = respawn_anchor:charges=4
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block.1022 = sculk_sensor:sculk_sensor_phase=active
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block.1023 = sea_pickle:waterlogged=true:pickles=1
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block.1024 = sea_pickle:waterlogged=true:pickles=2
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block.1025 = sea_pickle:waterlogged=true:pickles=3
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block.1026 = sea_pickle:waterlogged=true:pickles=4
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block.1027 = sea_lantern
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block.1028 = shroomlight
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block.1029 = smoker:lit=true
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block.1030 = soul_fire soul_campfire:lit=true
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block.1031 = soul_lantern
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block.1032 = soul_torch soul_wall_torch
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block.1033 = torch wall_torch
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block.1100 = westerosblocks:safe_fire
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block.1101 = 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:iron_candelabrum_1 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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@ -1,34 +1,38 @@
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#define BLOCK_WATER 8
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#define BLOCK_BEACON 1001
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#define BLOCK_CAVE_VINE_BERRIES 1002
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#define BLOCK_CONDUIT 1003
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#define BLOCK_END_GATEWAY 1004
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#define BLOCK_END_ROD 1005
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#define BLOCK_FIRE 1006
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#define BLOCK_FROGLIGHT_OCHRE 1007
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#define BLOCK_FROGLIGHT_PEARLESCENT 1008
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#define BLOCK_FROGLIGHT_VERDANT 1009
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#define BLOCK_GLOWSTONE 1010
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#define BLOCK_JACK_O_LANTERN 1011
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#define BLOCK_LANTERN 1012
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#define BLOCK_LAVA 1013
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#define BLOCK_MAGMA 1014
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#define BLOCK_REDSTONE_LAMP_LIT 1015
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#define BLOCK_REDSTONE_TORCH_LIT 1016
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#define BLOCK_RESPAWN_ANCHOR_4 1017
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#define BLOCK_SCULK_SENSOR_ACTIVE 1018
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#define BLOCK_SEA_PICKLE_WET_1 1019
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#define BLOCK_SEA_PICKLE_WET_2 1020
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#define BLOCK_SEA_PICKLE_WET_3 1021
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#define BLOCK_SEA_PICKLE_WET_4 1022
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#define BLOCK_SEA_LANTERN 1023
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#define BLOCK_SHROOMLIGHT 1024
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#define BLOCK_SMOKER_LIT 1025
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#define BLOCK_SOUL_FIRE 1026
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#define BLOCK_SOUL_LANTERN 1027
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#define BLOCK_SOUL_TORCH 1028
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#define BLOCK_TORCH 1029
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#define BLOCK_CANDLES_LIT_1 1002
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#define BLOCK_CANDLES_LIT_2 1003
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#define BLOCK_CANDLES_LIT_3 1004
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#define BLOCK_CANDLES_LIT_4 1005
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#define BLOCK_CAVE_VINE_BERRIES 1006
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#define BLOCK_CONDUIT 1007
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#define BLOCK_END_GATEWAY 1008
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#define BLOCK_END_ROD 1009
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#define BLOCK_FIRE 1010
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#define BLOCK_FROGLIGHT_OCHRE 1011
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#define BLOCK_FROGLIGHT_PEARLESCENT 1012
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#define BLOCK_FROGLIGHT_VERDANT 1013
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#define BLOCK_GLOWSTONE 1014
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#define BLOCK_JACK_O_LANTERN 1015
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#define BLOCK_LANTERN 1016
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#define BLOCK_LAVA 1017
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#define BLOCK_MAGMA 1018
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#define BLOCK_REDSTONE_LAMP_LIT 1019
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#define BLOCK_REDSTONE_TORCH_LIT 1020
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#define BLOCK_RESPAWN_ANCHOR_4 1021
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#define BLOCK_SCULK_SENSOR_ACTIVE 1022
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#define BLOCK_SEA_PICKLE_WET_1 1023
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#define BLOCK_SEA_PICKLE_WET_2 1024
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#define BLOCK_SEA_PICKLE_WET_3 1025
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#define BLOCK_SEA_PICKLE_WET_4 1026
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#define BLOCK_SEA_LANTERN 1027
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#define BLOCK_SHROOMLIGHT 1028
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#define BLOCK_SMOKER_LIT 1029
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#define BLOCK_SOUL_FIRE 1030
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#define BLOCK_SOUL_LANTERN 1031
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#define BLOCK_SOUL_TORCH 1032
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#define BLOCK_TORCH 1033
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#define BLOCK_GLASS 1201
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#define BLOCK_HONEY 1202
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@ -12,6 +12,7 @@ const ivec3 workGroups = ivec3(4, 5, 1);
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_blocks.glsl"
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const vec3 LightColor_Candles = vec3(1.0, 0.4, 0.1);
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const vec3 LightColor_SeaPickle = vec3(0.283, 0.394, 0.212);
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uint BuildLpvMask(const in uint north, const in uint east, const in uint south, const in uint west, const in uint up, const in uint down) {
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@ -36,9 +37,30 @@ void main() {
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_CANDLES_LIT_1:
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lightColor = LightColor_Candles;
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lightRange = 3.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_2:
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lightColor = LightColor_Candles;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_3:
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lightColor = LightColor_Candles;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_4:
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lightColor = LightColor_Candles;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CAVE_VINE_BERRIES:
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lightColor = vec3(0.717, 0.541, 0.188);
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lightRange = 14.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CONDUIT:
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lightColor = vec3(1.0);
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@ -55,6 +77,7 @@ void main() {
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case BLOCK_FIRE:
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_FROGLIGHT_OCHRE:
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lightColor = vec3(0.768, 0.648, 0.108);
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@ -79,6 +102,7 @@ void main() {
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case BLOCK_LANTERN:
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lightColor = vec3(1.0, 0.7, 0.1);
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lightRange = 15.0;
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mixWeight = 0.8;
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break;
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case BLOCK_LAVA:
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lightColor = vec3(0.804, 0.424, 0.149);
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@ -107,18 +131,22 @@ void main() {
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case BLOCK_SEA_PICKLE_WET_1:
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lightColor = LightColor_SeaPickle;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_2:
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lightColor = LightColor_SeaPickle;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_3:
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lightColor = LightColor_SeaPickle;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_4:
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lightColor = LightColor_SeaPickle;
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_LANTERN:
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lightColor = vec3(0.553, 0.748, 0.859);
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@ -133,14 +161,20 @@ void main() {
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lightRange = 13.0;
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break;
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case BLOCK_SOUL_FIRE:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SOUL_LANTERN:
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case BLOCK_SOUL_TORCH:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TORCH:
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lightColor = vec3(1.0, 0.6, 0.1);
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lightRange = 14.0;
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mixWeight = 0.8;
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break;
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@ -226,45 +260,45 @@ void main() {
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case BLOCK_DOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_BOTTOM:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_TOP:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 0u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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}
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