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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 10:12:54 +08:00
add DISTANT HORIZONS SHADER PROGRAMS, and then make them work.
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@ -96,8 +96,19 @@ bool intersectCone(float coneHalfAngle, vec3 coneTip , vec3 coneAxis, vec3 rayOr
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}
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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// uniform float far;
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uniform float dhFarPlane;
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#include "/lib/DistantHorizons_projections.glsl"
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),1.0);
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mat4 projection = DH_shadowProjectionTweak(gl_ProjectionMatrix);
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return vec4(projMAD(projection, viewSpacePosition),1.0);
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}
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@ -171,8 +182,12 @@ void main() {
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position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
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}
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#endif
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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#ifdef DISTORT_SHADOWMAP
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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(mc_Entity.x == 8 || mc_Entity.x == 9) gl_Position.w = -1.0;
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