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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix speculars and emissives being disabled
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@ -355,7 +355,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
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#ifdef BIOME_TINT_WATER
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if (iswater > 0.95) COLORTEST.rgb = color.rgb;
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@ -1014,7 +1014,6 @@ void main() {
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if(shadowMapFalloff > 0.0){
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shadowMap = vec3(0.0);
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vec3 ShadowColor = vec3(0.0);
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vec3 COLOR = vec3(1.0) ;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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@ -1047,10 +1046,6 @@ void main() {
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shadowMap += vec3(shadow2D(shadow, projectedShadowPosition).x / SHADOW_FILTER_SAMPLE_COUNT);
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#endif
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}
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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DirectLightColor = ShadowColor;
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#endif
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#else
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@ -1321,16 +1316,14 @@ void main() {
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
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// gl_FragData[0].rgb = Direct_lighting;
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#ifdef Specular_Reflections
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vec2 specularNoises = vec2(noise, R2_dither());
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DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
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#endif
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// #ifdef Specular_Reflections
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// vec2 specularNoises = vec2(noise, R2_dither());
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// DoSpecularReflections(gl_FragData[0].rgb, viewPos, feetPlayerPos_normalized, WsunVec, specularNoises, normal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*Shadows*NdotL, lightmap.y, hand);
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// #endif
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// Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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// if(lightningBolt) gl_FragData[0].rgb = vec3(77.0, 153.0, 255.0);
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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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@ -44,7 +44,6 @@ float blueNoise(){
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void main() {
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gl_FragData[0] = vec4(1);
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gl_FragData[0] = texture2D(tex,texcoord.xy) * color;
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