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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
more fixed block entity mappings
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d9e82f688a
commit
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@ -11,7 +11,6 @@ void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
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}
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}
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void PopulateShadowVoxel(const in vec3 playerPos) {
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void PopulateShadowVoxel(const in vec3 playerPos) {
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//int blockId = int(mc_Entity.x + 0.5);
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uint voxelId = uint(mc_Entity.x + 0.5);
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uint voxelId = uint(mc_Entity.x + 0.5);
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vec3 originPos = playerPos;
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vec3 originPos = playerPos;
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@ -22,6 +21,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
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#endif
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#endif
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if (voxelId == 0u) voxelId = 1u;
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if (voxelId == 0u) voxelId = 1u;
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originPos += at_midBlock.xyz/64.0;
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originPos += at_midBlock.xyz/64.0;
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@ -32,7 +32,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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) {
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) {
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (blockEntityId > 0 && blockEntityId < 1000)
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if (blockEntityId > 0 && blockEntityId < 500)
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voxelId = uint(blockEntityId);
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voxelId = uint(blockEntityId);
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}
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}
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {
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@ -235,7 +235,7 @@ void main() {
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(InterpolateFromBase && (blockId == BLOCK_GRASS_TALL_LOWER || blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GRASS_SHORT || blockId == BLOCK_SAPLING || blockId == BLOCK_GROUND_WAVING_VERTICAL))
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(InterpolateFromBase && (blockId == BLOCK_GRASS_TALL_LOWER || blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GRASS_SHORT || blockId == BLOCK_SAPLING || blockId == BLOCK_GROUND_WAVING_VERTICAL))
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// these wave off of the ceiling. the area connected to the ceiling does not wave.
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// these wave off of the ceiling. the area connected to the ceiling does not wave.
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|| (!InterpolateFromBase && (blockId == 17))
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|| (!InterpolateFromBase && (blockId == BLOCK_VINE_OTHER))
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// these wave off of the air. they wave uniformly
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// these wave off of the air. they wave uniformly
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|| (blockId == BLOCK_GRASS_TALL_UPPER || blockId == BLOCK_AIR_WAVING)
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|| (blockId == BLOCK_GRASS_TALL_UPPER || blockId == BLOCK_AIR_WAVING)
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@ -256,7 +256,8 @@ void main() {
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#ifdef DISTORT_SHADOWMAP
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#ifdef DISTORT_SHADOWMAP
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if(entityId == 1100) position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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if (entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SLIME)
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position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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#else
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#else
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