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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
fix error when POM is enabled
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8a1bdcb9ca
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@ -224,17 +224,9 @@ varying vec4 vtexcoord;
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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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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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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uniform mat4 gbufferProjection;
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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flat varying vec3 WsunVec2;
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const float mincoord = 1.0/4096.0;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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const float maxcoord = 1.0-mincoord;
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@ -301,8 +293,6 @@ void main() {
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float dist = length(fragpos);
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float dist = length(fragpos);
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float maxdist = MAX_OCCLUSION_DISTANCE;
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float maxdist = MAX_OCCLUSION_DISTANCE;
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// float depth = gl_FragCoord.z;
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if (dist < maxdist) {
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if (dist < maxdist) {
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float depthmap = readNormal(vtexcoord.st).a;
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float depthmap = readNormal(vtexcoord.st).a;
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@ -334,10 +324,6 @@ void main() {
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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// vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval;
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// depth = toClipSpace3(truePos).z;
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}
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}
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}
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}
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@ -66,7 +66,6 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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varying vec4 tangent;
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varying vec4 tangent;
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attribute vec4 at_tangent;
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attribute vec4 at_tangent;
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varying vec4 normalMat;
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varying vec4 normalMat;
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flat varying vec3 WsunVec2;
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#endif
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#endif
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -77,9 +76,6 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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void main() {
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void main() {
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#ifdef DAMAGE_BLOCK_EFFECT
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WsunVec2 = (float(sunElevation > 1e-5)*2.0 - 1.0)*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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lmtexcoord.zw = lmcoord;
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lmtexcoord.zw = lmcoord;
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@ -324,7 +324,6 @@ vec3 specularReflections(
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vec3 reflectedVector_L = reflect(playerPos, normal);
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vec3 reflectedVector_L = reflect(playerPos, normal);
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#endif
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#endif
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float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
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float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
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#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
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#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
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