mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
do stupid thing
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@ -144,7 +144,7 @@ void main() {
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// position = gl_Vertex.xyz;
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// if((renderStage == 10 || renderStage == 12) && mc_Entity.x != BLOCK_REDSTONE_WIRE) {
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// if((renderStage == 10 || renderStage == 12) && mc_Entity.x != 3000) {
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// position = (shadowModelViewInverse * vec4(gl_Vertex.xyz,1.0)).xyz;
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// }
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@ -204,7 +204,7 @@ void main() {
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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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@ -252,30 +252,15 @@ void main() {
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#endif
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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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gl_Position = BiasShadowProjection(toClipSpace3(position));
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#else
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gl_Position = toClipSpace3(position);
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#endif
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if (blockId == BLOCK_WATER) gl_Position.w = -1.0;
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// color.a = 1.0;
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// if((blockID < 300 || blockID >= 400)) color.a = 0.0;
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// materials = 0.0;
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// if(blockId == 8) materials = 1.0;
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/// this is to ease the shadow acne on big fat entities like ghasts.
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float bias = 6.0;
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if(entityId == ENTITY_SSS_MEDIUM){
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// increase bias on parts facing the sun
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vec3 FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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vec3 WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(shadowModelViewInverse) * sunPosition);
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bias = 6.0 + (1-clamp(dot(WsunVec,FlatNormals),0,1))*0.3;
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}
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gl_Position.z /= bias;
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}
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gl_Position.z /= 6.0;
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}
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