mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
more indirect light for clouds
and other minor tweaks
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@ -59,7 +59,6 @@ uniform sampler2D specular;
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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#endif
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flat varying int lightningBolt;
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uniform sampler2D texture;
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform float frameTimeCounter;
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@ -77,6 +76,7 @@ in vec3 velocity;
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flat varying float blockID;
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flat varying int EMISSIVE;
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flat varying int LIGHTNING;
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#ifdef ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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@ -437,9 +437,9 @@ void main() {
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if(NameTags == 1) normal = vec3(1);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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normal = FlatNormals;
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#endif
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// #ifdef ENTITY_PHYSICSMOD_SNOW
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// normal = FlatNormals;
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// #endif
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#endif
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#endif
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@ -459,14 +459,15 @@ void main() {
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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SpecularTex.rg = vec2(0.0);
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#endif
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// #ifdef ENTITY_PHYSICSMOD_SNOW
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// SpecularTex.rg = vec2(0.0);
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// #endif
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gl_FragData[2] = SpecularTex;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;
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