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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 16:52:38 +08:00
fix error when "render clouds as fog" was enabled
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@ -15,7 +15,7 @@ uniform sampler2D dhDepthTex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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uniform sampler2D colortex3;
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uniform sampler2D colortex4;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex7;
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@ -79,14 +79,15 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/lightning_stuff.glsl"
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/overworld_fog.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#endif
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#ifdef NETHER_SHADER
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#include "/lib/nether_fog.glsl"
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#endif
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#endif
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#ifdef END_SHADER
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#include "/lib/end_fog.glsl"
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#endif
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#endif
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@ -122,7 +122,7 @@ float interleaved_gradientNoise(){
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void doCameraGridLines(inout vec3 color, vec2 UV){
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void doCameraGridLines(inout vec3 color, vec2 UV){
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float lineThicknessY = 0.0025;
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float lineThicknessY = 0.001;
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float lineThicknessX = lineThicknessY/aspectRatio;
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float lineThicknessX = lineThicknessY/aspectRatio;
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float horizontalLines = abs(UV.x-0.33);
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float horizontalLines = abs(UV.x-0.33);
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@ -21,7 +21,7 @@ uniform sampler2D dhDepthTex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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uniform sampler2D colortex3;
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uniform sampler2D colortex4;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex7;
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uniform sampler2D colortex11;
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uniform sampler2D colortex11;
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@ -90,15 +90,17 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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#define TIMEOFDAYFOG
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/lightning_stuff.glsl"
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#define CLOUDSHADOWSONLY
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// #define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/overworld_fog.glsl"
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#include "/lib/overworld_fog.glsl"
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#endif
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#endif
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#ifdef NETHER_SHADER
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#include "/lib/nether_fog.glsl"
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#endif
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#endif
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#ifdef END_SHADER
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#include "/lib/end_fog.glsl"
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#endif
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#endif
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