From beac5d235f33ad59218a2d7376b2935355c550a9 Mon Sep 17 00:00:00 2001 From: NULL511 Date: Sun, 5 May 2024 17:47:37 -0400 Subject: [PATCH] nether/end temp floodfill fix --- shaders/world-1/shadow.vsh | 107 ++++++++++++------------------------- shaders/world1/shadow.vsh | 107 ++++++++++++------------------------- 2 files changed, 70 insertions(+), 144 deletions(-) diff --git a/shaders/world-1/shadow.vsh b/shaders/world-1/shadow.vsh index 61de9bc..133962f 100644 --- a/shaders/world-1/shadow.vsh +++ b/shaders/world-1/shadow.vsh @@ -14,48 +14,18 @@ Read the terms of modification and sharing before changing something below pleas !! DO NOT REMOVE !! */ -// #define SHADOW_MAP_BIAS 0.5 -// const float PI = 3.1415927; -// varying vec2 texcoord; -// uniform mat4 shadowProjectionInverse; -// uniform mat4 shadowProjection; -uniform mat4 shadowModelViewInverse; -// uniform mat4 shadowModelView; -// uniform mat4 gbufferModelView; -// uniform mat4 gbufferModelViewInverse; -// uniform mat4 gbufferProjection; -// uniform mat4 gbufferProjectionInverse; -// uniform int hideGUI; -uniform vec3 cameraPosition; -// uniform float frameTimeCounter; -// uniform int frameCounter; -// uniform float screenBrightness; -// uniform vec3 sunVec; -// uniform float aspectRatio; -// uniform float sunElevation; -// uniform vec3 sunPosition; -// uniform float lightSign; -// uniform float cosFov; -// uniform vec3 shadowViewDir; -// uniform vec3 shadowCamera; -// uniform vec3 shadowLightVec; -// uniform float shadowMaxProj; -// attribute vec4 mc_midTexCoord; -// varying vec4 color; - #ifdef IS_LPV_ENABLED attribute vec4 mc_Entity; attribute vec3 at_midBlock; + attribute vec3 vaPosition; uniform int renderStage; + uniform vec3 chunkOffset; + uniform vec3 cameraPosition; uniform int currentRenderedItemId; uniform int blockEntityId; uniform int entityId; - // #include "/lib/Shadow_Params.glsl" - // #include "/lib/bokeh.glsl" - - #include "/lib/blocks.glsl" #include "/lib/entities.glsl" #include "/lib/voxel_common.glsl" @@ -65,57 +35,50 @@ uniform vec3 cameraPosition; void main() { #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store - vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; - - int blockId = int(mc_Entity.x + 0.5); - - #if defined IS_LPV_ENABLED || defined WAVY_PLANTS - vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz; - #endif - if ( renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED ) { - uint voxelId = uint(blockId); - if (voxelId == 0u) voxelId = 1u; - + vec3 playerpos = gl_Vertex.xyz; vec3 originPos = playerpos + at_midBlock/64.0; + uint voxelId = uint(mc_Entity.x + 0.5); + if (voxelId == 0u) voxelId = 1u; + SetVoxelBlock(originPos, voxelId); } - #ifdef LPV_ENTITY_LIGHTS - if ( - (currentRenderedItemId > 0 || entityId > 0) && - (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES) - ) { - uint voxelId = 0u; + // #ifdef LPV_ENTITY_LIGHTS + // if ( + // (currentRenderedItemId > 0 || entityId > 0) && + // (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES) + // ) { + // uint voxelId = 0u; - if (currentRenderedItemId > 0) { - if (entityId == ENTITY_PLAYER) { - // TODO: remove once hand-light is added - if (currentRenderedItemId < 1000) - voxelId = uint(currentRenderedItemId); - } - else if (entityId != ENTITY_ITEM_FRAME) - voxelId = uint(currentRenderedItemId); - } - else { - switch (entityId) { - case ENTITY_SPECTRAL_ARROW: - voxelId = uint(BLOCK_TORCH); - break; + // if (currentRenderedItemId > 0) { + // if (entityId == ENTITY_PLAYER) { + // // TODO: remove once hand-light is added + // if (currentRenderedItemId < 1000) + // voxelId = uint(currentRenderedItemId); + // } + // else if (entityId != ENTITY_ITEM_FRAME) + // voxelId = uint(currentRenderedItemId); + // } + // else { + // switch (entityId) { + // case ENTITY_SPECTRAL_ARROW: + // voxelId = uint(BLOCK_TORCH); + // break; - // TODO: blaze, magma_cube - } - } + // // TODO: blaze, magma_cube + // } + // } - if (voxelId > 0u) - SetVoxelBlock(playerpos, voxelId); - } - #endif + // if (voxelId > 0u) + // SetVoxelBlock(playerpos, voxelId); + // } + // #endif #endif gl_Position = vec4(-1.0); -} \ No newline at end of file +} diff --git a/shaders/world1/shadow.vsh b/shaders/world1/shadow.vsh index 61de9bc..26beb38 100644 --- a/shaders/world1/shadow.vsh +++ b/shaders/world1/shadow.vsh @@ -14,48 +14,18 @@ Read the terms of modification and sharing before changing something below pleas !! DO NOT REMOVE !! */ -// #define SHADOW_MAP_BIAS 0.5 -// const float PI = 3.1415927; -// varying vec2 texcoord; -// uniform mat4 shadowProjectionInverse; -// uniform mat4 shadowProjection; -uniform mat4 shadowModelViewInverse; -// uniform mat4 shadowModelView; -// uniform mat4 gbufferModelView; -// uniform mat4 gbufferModelViewInverse; -// uniform mat4 gbufferProjection; -// uniform mat4 gbufferProjectionInverse; -// uniform int hideGUI; -uniform vec3 cameraPosition; -// uniform float frameTimeCounter; -// uniform int frameCounter; -// uniform float screenBrightness; -// uniform vec3 sunVec; -// uniform float aspectRatio; -// uniform float sunElevation; -// uniform vec3 sunPosition; -// uniform float lightSign; -// uniform float cosFov; -// uniform vec3 shadowViewDir; -// uniform vec3 shadowCamera; -// uniform vec3 shadowLightVec; -// uniform float shadowMaxProj; -// attribute vec4 mc_midTexCoord; -// varying vec4 color; - #ifdef IS_LPV_ENABLED attribute vec4 mc_Entity; attribute vec3 at_midBlock; + attribute vec3 vaPosition; uniform int renderStage; + uniform vec3 chunkOffset; + uniform vec3 cameraPosition; uniform int currentRenderedItemId; uniform int blockEntityId; uniform int entityId; - // #include "/lib/Shadow_Params.glsl" - // #include "/lib/bokeh.glsl" - - #include "/lib/blocks.glsl" #include "/lib/entities.glsl" #include "/lib/voxel_common.glsl" @@ -65,57 +35,50 @@ uniform vec3 cameraPosition; void main() { #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store - vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; - - int blockId = int(mc_Entity.x + 0.5); - - #if defined IS_LPV_ENABLED || defined WAVY_PLANTS - vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz; - #endif - if ( renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED ) { - uint voxelId = uint(blockId); - if (voxelId == 0u) voxelId = 1u; - + vec3 playerpos = vaPosition + chunkOffset + gl_Vertex.xyz; vec3 originPos = playerpos + at_midBlock/64.0; + uint voxelId = uint(mc_Entity.x + 0.5); + if (voxelId == 0u) voxelId = 1u; + SetVoxelBlock(originPos, voxelId); } - #ifdef LPV_ENTITY_LIGHTS - if ( - (currentRenderedItemId > 0 || entityId > 0) && - (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES) - ) { - uint voxelId = 0u; + // #ifdef LPV_ENTITY_LIGHTS + // if ( + // (currentRenderedItemId > 0 || entityId > 0) && + // (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES) + // ) { + // uint voxelId = 0u; - if (currentRenderedItemId > 0) { - if (entityId == ENTITY_PLAYER) { - // TODO: remove once hand-light is added - if (currentRenderedItemId < 1000) - voxelId = uint(currentRenderedItemId); - } - else if (entityId != ENTITY_ITEM_FRAME) - voxelId = uint(currentRenderedItemId); - } - else { - switch (entityId) { - case ENTITY_SPECTRAL_ARROW: - voxelId = uint(BLOCK_TORCH); - break; + // if (currentRenderedItemId > 0) { + // if (entityId == ENTITY_PLAYER) { + // // TODO: remove once hand-light is added + // if (currentRenderedItemId < 1000) + // voxelId = uint(currentRenderedItemId); + // } + // else if (entityId != ENTITY_ITEM_FRAME) + // voxelId = uint(currentRenderedItemId); + // } + // else { + // switch (entityId) { + // case ENTITY_SPECTRAL_ARROW: + // voxelId = uint(BLOCK_TORCH); + // break; - // TODO: blaze, magma_cube - } - } + // // TODO: blaze, magma_cube + // } + // } - if (voxelId > 0u) - SetVoxelBlock(playerpos, voxelId); - } - #endif + // if (voxelId > 0u) + // SetVoxelBlock(playerpos, voxelId); + // } + // #endif #endif gl_Position = vec4(-1.0); -} \ No newline at end of file +}