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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
fix z-fighting for vanilla emissives and enchant glints
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@ -7,8 +7,6 @@ uniform sampler2D texture;
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uniform sampler2D normals;
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uniform sampler2D noisetex;
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flat varying float exposure;
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varying vec4 tangent;
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varying vec4 normalMat;
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uniform float frameTimeCounter;
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@ -69,8 +67,6 @@ void main() {
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minimumBrightness = 10.0;
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#endif
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// float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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#ifdef DISABLE_VANILLA_EMISSIVES
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vec3 emissiveColor = vec3(0.0);
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Albedo.a = 0.0;
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@ -82,7 +78,6 @@ void main() {
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#endif
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#ifdef ENCHANT_GLINT
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// float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
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@ -93,8 +88,6 @@ void main() {
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vec3 GlintColor = Albedo.rgb * Emissive_Brightness;
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#endif
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gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
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#endif
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}
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