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remove candle from light list (they glow too brightly and weirdly)
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@ -38,7 +38,7 @@
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####### ----- lightsources ----- #######
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block.10005 = minecraft:candle:lit=true minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:blast_furnace:lit=true minecraft:furnace:lit=true minecraft:lava_cauldron minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire
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block.10005 = minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:blast_furnace:lit=true minecraft:furnace:lit=true minecraft:lava_cauldron minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire
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####### ----- reflective translucents / glass ----- #######
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@ -1202,7 +1202,7 @@ void main() {
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Emission(FINAL_COLOR, albedo, SpecularTex.a);
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if(lightningBolt) FINAL_COLOR.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0;
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if(lightningBolt) FINAL_COLOR.rgb += vec3(77.0, 153.0, 255.0);
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gl_FragData[0].rgb = FINAL_COLOR;
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@ -434,8 +434,6 @@ uniform int moonPhase;
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#define CompSky_G 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_R 0.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_G 0.6 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define Lightning_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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// #define LIGHTNING_FLASH
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// #define OLD_LIGHTLEAK_FIX
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@ -314,8 +314,10 @@ uniform.float.noPuddleAreas = smooth(10, if(in(biome,5,16,17,18,26, 27, 28, 3, 4
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# thank you sixthsurge!
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uniform.float.lightningFlash = smooth(16,if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.2)
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uniform.vec3.lightningEffect = vec3(77.0*lightningFlash, 153.0*lightningFlash, 255.0*lightningFlash)
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texture.noise=texture/noises.png
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texture.composite.colortex6=texture/blueNoise.png
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separateAo=true
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@ -469,7 +469,7 @@ void main() {
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Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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if(lightningBolt) gl_FragData[0].rgb += vec3(Lightning_R,Lightning_G,Lightning_B) ;
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if(lightningBolt) gl_FragData[0].rgb += vec3(77.0, 153.0, 255.0);
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}
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