mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
make emissives work again
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@ -46,13 +46,13 @@ attribute vec4 mc_Entity;
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uniform int blockEntityId;
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uniform int entityId;
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flat varying int EMISSIVE;
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flat varying float blockID;
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flat varying int LIGHTNING;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int NameTags;
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@ -161,26 +161,20 @@ void main() {
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gl_Position = ftransform();
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SSSAMOUNT = 0.0;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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EMISSIVE = 0;
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/////// ----- COLOR STUFF ----- ///////
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color = gl_Color;
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#ifdef ENTITIES
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LIGHTNING = 0;
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if(entityId == 12345){
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LIGHTNING = 1;
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}
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#endif
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VanillaAO = 1.0 - clamp(color.a,0,1);
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if (color.a < 0.3) color.a = 1.0; // fix vanilla ao on some custom block models.
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blockID = mc_Entity.x;
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velocity = at_velocity;
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// emission and shit...
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// #ifndef LabPBR_Emissives
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// if(mc_Entity.x == 10005) EMISSIVE = 1;
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// #endif
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/////// ----- RANDOM STUFF ----- ///////
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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@ -197,21 +191,18 @@ void main() {
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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color = gl_Color;
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VanillaAO = 1.0 - clamp(color.a,0,1);
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if (color.a < 0.3) color.a = 1.0; // fix vanilla ao on some custom block models.
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
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FlatNormals = normalMat.xyz;
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blockID = mc_Entity.x;
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velocity = at_velocity;
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// #ifdef ENTITIES
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// NameTags = 0;
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@ -221,6 +212,21 @@ void main() {
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// #endif
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/////// ----- EMISSIVE STUFF ----- ///////
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EMISSIVE = 0.0;
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// normal block lightsources
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if(mc_Entity.x == 10005) EMISSIVE = 0.5;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345) EMISSIVE = 0.9;
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#endif
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/////// ----- SSS STUFF ----- ///////
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SSSAMOUNT = 0.0;
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#ifdef WORLD
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/////// ----- SSS ON BLOCKS ----- ///////
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@ -306,5 +312,4 @@ void main() {
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gl_Position.xy += offsets[framemod8] * gl_Position.w * texelSize;
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#endif
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}
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