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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix translucent reflections not working in the end/nether on iris
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@ -1,67 +1,53 @@
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// #version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform sampler2D normals;
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varying vec4 tangent;
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const bool colortex4MipmapEnabled = true;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex5;
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uniform sampler2D texture;
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uniform sampler2D specular;
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uniform sampler2D normals;
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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varying vec3 viewVector;
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2DShadow shadow;
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// uniform sampler2D gaux2;
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// uniform sampler2D gaux1;
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uniform sampler2D colortex5;
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uniform sampler2D depthtex1;
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const bool colortex4MipmapEnabled = true;
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uniform vec3 sunVec;
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uniform float frameTimeCounter;
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uniform float lightSign;
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uniform float near;
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uniform float far;
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uniform float sunElevation;
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uniform int isEyeInWater;
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uniform float rainStrength;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform vec2 texelSize;
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uniform int framemod8;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform float moonIntensity;
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uniform float sunIntensity;
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uniform vec3 sunColor;
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uniform vec3 nsunColor;
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uniform vec3 upVec;
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uniform float sunElevation;
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uniform float fogAmount;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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flat varying vec3 WsunVec;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform int framemod8;
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uniform sampler2D specular;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightness;
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uniform ivec2 eyeBrightnessSmooth;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 averageSkyCol_Clouds;
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// flat varying vec3 averageSkyCol;
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#include "/lib/Shadow_Params.glsl"
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@ -72,7 +58,7 @@ flat varying vec3 averageSkyCol_Clouds;
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#include "/lib/clouds.glsl"
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#include "/lib/stars.glsl"
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#include "/lib/volumetricClouds.glsl"
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#define OVERWORLD_SHADER
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#define OVERWORLD
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#include "/lib/diffuse_lighting.glsl"
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@ -298,6 +284,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec4 COLORTEST = vec4(Albedo,UnchangedAlpha);
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 normal = normalMat.xyz;
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@ -336,6 +323,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
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vec3 WS_normal = viewToWorld(normal);
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vec2 lightmaps2 = lmtexcoord.zw;
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