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https://github.com/X0nk/Bliss-Shader.git
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item lights
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@ -1,5 +1,5 @@
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#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos) {
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos, const in vec3 normal) {
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vec3 lightFinal = vec3(0.0);
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vec3 lightColor = vec3(0.0);
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float lightRange = 0.0;
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@ -11,8 +11,10 @@
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if (lightRange > 0.0) {
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float lightDist = length(playerPos);
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vec3 lightDir = playerPos / lightDist;
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float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
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float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * max(falloff, 0.0);
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lightFinal = lightColor * NoL * max(falloff, 0.0);
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}
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return lightFinal;
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@ -55,11 +57,13 @@ vec3 DoAmbientLightColor(
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId, playerPos);
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TorchLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2, playerPos);
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TorchLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
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@ -1 +1,25 @@
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#define ITEM_LIGHT_SOURCES 1000
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#define ITEM_AMETHYST_BUD_LARGE 1001
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#define ITEM_AMETHYST_BUD_MEDIUM 1002
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#define ITEM_AMETHYST_CLUSTER 1003
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#define ITEM_BEACON 1004
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#define ITEM_BLAZE_ROD 1005
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#define ITEM_END_ROD 1006
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#define ITEM_FROGLIGHT_OCHRE 1007
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#define ITEM_FROGLIGHT_PEARLESCENT 1008
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#define ITEM_FROGLIGHT_VERDANT 1009
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#define ITEM_GLOW_BERRIES 1010
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#define ITEM_GLOW_LICHEN 1011
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#define ITEM_GLOWSTONE 1012
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#define ITEM_GLOWSTONE_DUST 1013
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#define ITEM_JACK_O_LANTERN 1014
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#define ITEM_LANTERN 1015
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#define ITEM_LAVA_BUCKET 1016
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#define ITEM_MAGMA 1017
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#define ITEM_REDSTONE_TORCH 1018
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#define ITEM_SCULK_CATALYST 1019
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#define ITEM_SEA_LANTERN 1020
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#define ITEM_SHROOMLIGHT 1021
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#define ITEM_SOUL_LANTERN 1022
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#define ITEM_SOUL_TORCH 1023
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#define ITEM_TORCH 1024
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