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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@ -49,7 +49,7 @@ uniform int entityId;
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flat varying int EMISSIVE;
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flat varying float blockID;
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flat varying int lightningBolt;
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flat varying int LIGHTNING;
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flat varying int NameTags;
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@ -143,13 +143,20 @@ void main() {
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gl_Position = ftransform();
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NameTags = 0;
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EMISSIVE = 0;
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#ifdef ENTITIES
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LIGHTNING = 0;
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if(entityId == 12345){
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LIGHTNING = 1;
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}
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#endif
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blockID = mc_Entity.x;
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velocity = at_velocity;
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// emission and shit...
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EMISSIVE = 0;
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// #ifndef LabPBR_Emissives
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// if(mc_Entity.x == 10005) EMISSIVE = 1;
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// #endif
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@ -199,10 +206,11 @@ void main() {
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NameTags = 0;
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// try and single out nametag text and then discard nametag background
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if( dot(gl_Color.rgb, vec3(0.35)) < 1.0) NameTags = 1;
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if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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#endif
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