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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
fix litematica schematic boxes
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@ -34,6 +34,7 @@ varying vec4 color;
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flat varying vec4 lightCol;
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#endif
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uniform int renderStage;
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uniform int isEyeInWater;
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uniform sampler2D texture;
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@ -269,7 +270,7 @@ uniform vec3 eyePosition;
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#ifdef DAMAGE_BLOCK_EFFECT
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/* RENDERTARGETS:11 */
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#else
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/* DRAWBUFFERS:29 */
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/* RENDERTARGETS:2,9,11 */
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#endif
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void main() {
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@ -340,6 +341,9 @@ void main() {
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#endif
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#if !defined DAMAGE_BLOCK_EFFECT
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gl_FragData[2] = vec4(0.0);
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#ifdef LINES
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#ifndef SELECT_BOX
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if(SELECTION_BOX > 0) discard;
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@ -463,6 +467,14 @@ void main() {
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0);
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float LITEMATICA_SCHEMATIC_THING_MASK = 0.0;
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if (renderStage == MC_RENDER_STAGE_NONE){
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LITEMATICA_SCHEMATIC_THING_MASK = 0.1;
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gl_FragData[0] = vec4(toLinear(color.rgb), color.a);
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}
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gl_FragData[2] = vec4(encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(0.0, LITEMATICA_SCHEMATIC_THING_MASK));
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#else
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#endif
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@ -602,7 +602,7 @@ void main() {
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// if(z >= 1.0) color = vec3(0,255,0);
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// else color = vec3(0.01);
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color *= min(temporallyFilteredVL.a + (1-nametagbackground),1.0);
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color *= min(temporallyFilteredVL.a + (1.0-nametagbackground),1.0);
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color += temporallyFilteredVL.rgb * nametagbackground;
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#else
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color *= temporallyFilteredVL.a ;
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@ -119,6 +119,7 @@ blend.gbuffers_damagedblock = off
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# this is important for refraction and glass tint to work correctly
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blend.gbuffers_water.colortex11 = off
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blend.gbuffers_hand_water.colortex11 = off
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blend.gbuffers_basic.colortex11 = off
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blend.gbuffers_entities_translucent.colortex11 = off
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blend.composite.colortex5 = off
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