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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
floodfill player fixes; add furnace lights
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@ -132,6 +132,18 @@ void main() {
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uint tintData = LpvBlockMap[blockId].Tint;
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tintColor = unpackUnorm4x8(tintData).rgb;
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}
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if (blockId > 0u) {
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vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
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float lightRange = lightColorRange.a * 255.0;
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if (lightRange > EPSILON) {
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vec3 lightColor = srgbToLinear(lightColorRange.rgb);
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lightValue.rgb = Lpv_RgbToHsv(lightColor, lightRange);
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lightValue.ba = exp2(lightValue.ba * LpvBlockSkyRange) - 1.0;
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lightValue.rgb = HsvToRgb(lightValue.rgb);
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}
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}
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if (mixWeight > EPSILON) {
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vec4 lightMixed = mixNeighbours(ivec3(gl_LocalInvocationID), mixMask);
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@ -142,16 +154,6 @@ void main() {
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lightValue.rgb = RgbToHsv(lightValue.rgb);
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lightValue.ba = log2(lightValue.ba + 1.0) / LpvBlockSkyRange;
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if (blockId > 0u) {
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vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
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float lightRange = lightColorRange.a * 255.0;
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if (lightRange > EPSILON) {
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vec3 lightColor = srgbToLinear(lightColorRange.rgb);
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lightValue.rgb = Lpv_RgbToHsv(lightColor, lightRange);
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}
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}
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if (frameCounter % 2 == 0)
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imageStore(imgLpv1, imgCoord, lightValue);
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else
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