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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
floodfill add buffer qualifiers, use image sampler
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@ -35,6 +35,11 @@ uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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@ -50,6 +50,11 @@ uniform sampler2D texture;
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uniform sampler2D specular;
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uniform sampler2D normals;
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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@ -86,6 +86,10 @@ uniform sampler2D colortex13;
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uniform sampler2D colortex14;
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uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 shadowModelView;
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@ -1,3 +1,5 @@
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#define RENDER_SHADOWCOMP
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#if LPV_SIZE == 8
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@ -27,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_buffer.glsl"
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#include "/lib/voxel_common.glsl"
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int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}
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