mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
floodfill more lights
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@ -1,19 +1,33 @@
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#define BLOCK_WATER 8
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#define BLOCK_CAVE_VINE_BERRIES 1000
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#define BLOCK_SOUL_FIRE 1001
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#define BLOCK_SOUL_LANTERN 1002
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#define BLOCK_SOUL_TORCH 1003
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#define BLOCK_SEA_LANTERN 1009
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#define BLOCK_BEACON 1001
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#define BLOCK_CAVE_VINE_BERRIES 1002
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#define BLOCK_CONDUIT 1003
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#define BLOCK_END_GATEWAY 1004
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#define BLOCK_END_ROD 1005
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#define BLOCK_FIRE 1006
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#define BLOCK_FROGLIGHT_OCHRE 1007
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#define BLOCK_FROGLIGHT_PEARLESCENT 1008
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#define BLOCK_FROGLIGHT_VERDANT 1009
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#define BLOCK_GLOWSTONE 1010
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#define BLOCK_TORCH 1011
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#define BLOCK_LAVA 1012
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#define BLOCK_FIRE 1013
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#define BLOCK_REDSTONE_TORCH 1014
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#define BLOCK_JACK_O_LANTERN 1011
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#define BLOCK_LANTERN 1012
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#define BLOCK_LAVA 1013
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#define BLOCK_MAGMA 1014
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#define BLOCK_REDSTONE_LAMP_LIT 1015
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#define BLOCK_REDSTONE_TORCH_LIT 1016
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#define BLOCK_RESPAWN_ANCHOR_4 1017
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#define BLOCK_SCULK_SENSOR_ACTIVE 1018
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#define BLOCK_SEA_PICKLE_WET_1 1019
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#define BLOCK_SEA_PICKLE_WET_2 1020
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#define BLOCK_SEA_PICKLE_WET_3 1021
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#define BLOCK_SEA_PICKLE_WET_4 1022
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#define BLOCK_SEA_LANTERN 1023
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#define BLOCK_SHROOMLIGHT 1024
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#define BLOCK_SMOKER_LIT 1025
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#define BLOCK_SOUL_FIRE 1026
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#define BLOCK_SOUL_LANTERN 1027
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#define BLOCK_SOUL_TORCH 1028
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#define BLOCK_TORCH 1029
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#define BLOCK_MAGMA 1016
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#define BLOCK_LANTERN 1018
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#define BLOCK_SHROOMLIGHT 1020
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#define BLOCK_NETHER_PORTAL 1200
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@ -1,5 +1,5 @@
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struct LpvBlockData { // 8 x1280 =?
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uint MaskWeight; // 4
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uint MaskWeight; // 4
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uint ColorRange; // 4
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};
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@ -12,6 +12,8 @@ struct LpvBlockData { // 8 x1280 =?
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LpvBlockData LpvBlockMap[];
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};
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const int LpvBlockMapOffset = 999;
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uint BuildBlockLpvData(uint mixMask, float mixWeight) {
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uint data = uint(saturate(mixWeight) * 255.0);
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@ -3,8 +3,7 @@ vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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? imageLoad(imgLpv1, lpvPos)
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: imageLoad(imgLpv2, lpvPos);
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//lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
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lpvSample.b = (lpvSample.b*lpvSample.b) * LpvBlockSkyRange.x;
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lpvSample.b = pow(lpvSample.b, 4) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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return lpvSample;
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