mirror of
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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@ -162,6 +167,12 @@ vec3 toScreenSpace(vec3 p) {
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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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#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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float ld(float dist) {
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@ -1256,7 +1267,8 @@ void main() {
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#endif
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Indirect_lighting = DoAmbientLightColor(Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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vec3 lpvPos = GetLpvPosition(feetPlayerPos) - 0.5*FlatNormals + slopednormal;
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Indirect_lighting = DoAmbientLightColor(lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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Indirect_lighting *= Absorbtion;
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#ifdef OVERWORLD_SHADER
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