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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
kinda working
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@ -1,4 +1,9 @@
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#include "/lib/settings.glsl"
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#ifdef IS_LPV_ENABLED
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#extension GL_EXT_shader_image_load_store: enable
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#endif
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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@ -56,6 +61,14 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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#include "/lib/volumetricClouds.glsl"
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#endif
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#ifdef IS_LPV_ENABLED
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uniform int frameCounter;
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/sky_gradient.glsl"
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@ -226,7 +239,7 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor,MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, AmbientLightColor,MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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