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https://github.com/X0nk/Bliss-Shader.git
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Ensure the end portal effect can only work on the world, and not entities...
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@ -418,13 +418,16 @@ void main() {
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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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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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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float ENDPORTAL_EFFECT = 0.0;
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#ifndef ENTITIES
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ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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#endif
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#ifdef WhiteWorld
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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Albedo.rgb = vec3(1.0);
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#endif
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#endif
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#ifdef AEROCHROME_MODE
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -522,10 +525,12 @@ void main() {
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gl_FragData[2].b = SpecularTex.b;
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gl_FragData[2].b = SpecularTex.b;
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#endif
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#endif
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if(PORTAL > 0){
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#ifndef ENTITIES
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gl_FragData[2].rgb = vec3(0);
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if(PORTAL > 0){
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gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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gl_FragData[2].rgb = vec3(0);
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}
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gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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}
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#endif
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#endif
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#endif
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// hit glow effect...
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// hit glow effect...
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