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synced 2025-06-19 23:57:22 +08:00
fix cloud animation degrading after around 1000 days. fix tiny issue on emissives and block breaking effect
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@ -334,7 +334,9 @@ void main() {
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#else
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vec3 Albedo = toLinear(texture2D(texture, adjustedTexCoord.xy).rgb);
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#endif
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if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
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gl_FragData[0] = vec4(encodeVec2(vec2(0.5)), encodeVec2(Albedo.rg), encodeVec2(vec2(Albedo.b,0.02)), 1.0);
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#endif
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@ -62,7 +62,7 @@ void main() {
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 0.01) { discard; return; }
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if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
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float minimumBrightness = 0.5;
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@ -54,7 +54,7 @@ float rainCloudwetness = rainStrength;
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// float cloud_movement = abs((12000 - worldTime) * Cloud_Speed ) * 0.05;
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// float cloud_movement = (worldTime / 24.0) * Cloud_Speed;
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uniform int worldDay;
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float cloud_movement = (worldTime + worldDay*24000.0) / 24.0 * Cloud_Speed;
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float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed;
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//3D noise from 2d texture
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float densityAtPos(in vec3 pos){
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