mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
91 lines
2.3 KiB
GLSL
91 lines
2.3 KiB
GLSL
#version 120
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#extension GL_ARB_explicit_attrib_location: enable
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#extension GL_ARB_shader_image_load_store: enable
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#include "/lib/settings.glsl"
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#define RENDER_SHADOW
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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Read the terms of modification and sharing before changing something below please !
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!! DO NOT REMOVE !!
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*/
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#ifdef IS_LPV_ENABLED
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attribute vec4 mc_Entity;
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attribute vec3 at_midBlock;
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attribute vec3 vaPosition;
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uniform mat4 shadowModelViewInverse;
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uniform int renderStage;
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uniform vec3 chunkOffset;
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uniform vec3 cameraPosition;
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uniform int currentRenderedItemId;
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uniform int blockEntityId;
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uniform int entityId;
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/voxel_common.glsl"
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#include "/lib/voxel_write.glsl"
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#endif
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void main() {
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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#ifdef LPV_NOSHADOW_HACK
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vec3 playerpos = gl_Vertex.xyz;
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#else
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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#endif
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if (
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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) {
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vec3 originPos = playerpos + at_midBlock/64.0;
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uint voxelId = uint(mc_Entity.x + 0.5);
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if (voxelId == 0u) voxelId = 1u;
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SetVoxelBlock(originPos, voxelId);
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}
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#ifdef LPV_ENTITY_LIGHTS
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if (
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(currentRenderedItemId > 0 || entityId > 0) &&
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(renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
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) {
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uint voxelId = 0u;
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if (currentRenderedItemId > 0) {
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if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER)
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voxelId = uint(currentRenderedItemId);
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}
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else {
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switch (entityId) {
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case ENTITY_BLAZE:
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case ENTITY_END_CRYSTAL:
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// case ENTITY_FIREBALL_SMALL:
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case ENTITY_MAGMA_CUBE:
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case ENTITY_SPECTRAL_ARROW:
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case ENTITY_TNT:
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voxelId = uint(entityId);
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break;
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}
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}
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if (voxelId > 0u)
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SetVoxelBlock(playerpos, voxelId);
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}
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#endif
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#endif
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gl_Position = vec4(-1.0);
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}
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