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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
fix material masks when POM is on
oopsie doopsie
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54ba6335e5
commit
febeeb9b65
@ -409,8 +409,32 @@ void main() {
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04);
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#ifdef ENTITIES
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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gl_FragData[2] = SpecularTex ;
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gl_FragData[2].rg = SpecularTex.rg;
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#if SSS_TYPE == 0
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gl_FragData[2].b = 0.0;
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#endif
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#if SSS_TYPE == 1
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gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 2
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gl_FragData[2].b = SpecularTex.b;
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if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
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#endif
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#if SSS_TYPE == 3
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gl_FragData[2].b = SpecularTex.b;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// FINALIZE
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@ -203,7 +203,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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######## moonphase based weather
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uniform.float.Cumulus_Cov = smooth( if( \
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moonPhase == 0, 0.7, \
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moonPhase == 1, 0.0, \
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moonPhase == 1, 0.9, \
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moonPhase == 2, 0.0, \
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moonPhase == 3, 0.0, \
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moonPhase == 4, 0.0, \
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@ -212,8 +212,8 @@ uniform.float.Cumulus_Cov = smooth( if( \
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0.0 ), 5, 5)
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uniform.float.Alto_Cov = smooth( if( \
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moonPhase == 0, 0.3, \
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moonPhase == 1, 0.0, \
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moonPhase == 0, 0.1, \
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moonPhase == 1, 1.0, \
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moonPhase == 2, 0.0, \
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moonPhase == 3, 0.0, \
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moonPhase == 4, 0.0, \
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@ -223,7 +223,7 @@ uniform.float.Alto_Cov = smooth( if( \
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uniform.float.Alto_Den = smooth( if( \
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moonPhase == 0, 0.1, \
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moonPhase == 1, 0.0, \
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moonPhase == 1, 0.1, \
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moonPhase == 2, 0.0, \
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moonPhase == 3, 0.0, \
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moonPhase == 4, 0.0, \
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