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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember
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@ -76,6 +76,8 @@ uniform float rainStrength;
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uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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uniform vec4 entityColor;
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in vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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@ -414,7 +416,9 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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@ -526,6 +530,11 @@ void main() {
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}
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#endif
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// hit glow effect...
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#ifdef ENTITIES
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Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, entityColor.a);
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gl_FragData[2].a = mix(gl_FragData[2].a, 0.5, entityColor.a);;
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// FINALIZE ////////////////////////////////
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@ -534,7 +543,7 @@ void main() {
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#ifdef WORLD
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#ifdef Puddles
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float porosity = 0.35;
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float porosity = 0.4;
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#ifdef Porosity
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porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
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#endif
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