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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix compile error when floodfill gets enabled. fix compile error when TAA is turned off. fix compile error when aerochrome is turned on. re-added "render clouds as fog" setting. fix DOF using wrong depth buffer for CoC. fix cave fog when DH is enabled. fix block breaking effect not having alpha discard. changed "clouds intersect terrain" setting to work better on edges, but work worse everywhere else.
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@ -1,6 +1,9 @@
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#extension GL_ARB_shader_texture_lod : enable
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#include "/lib/settings.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/items.glsl"
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flat varying int NameTags;
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@ -415,9 +418,9 @@ void main() {
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#ifdef AEROCHROME_MODE
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float gray = dot(Albedo.rgb, vec3(0.2, 1.0, 0.07));
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if (
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blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER ||
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blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SSS_WEAK ||
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blockID >= 10 && blockId < 80
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blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER
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|| blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SSS_WEAK
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|| blockID >= 10 && blockID < 80
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) {
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// IR Reflective (Pink-red)
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Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
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