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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 02:12:23 +08:00
tiny tweaks
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@ -61,6 +61,9 @@ flat varying int NameTags;
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in vec3 at_velocity;
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out vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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attribute vec4 mc_midTexCoord;
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@ -151,6 +154,9 @@ float densityAtPos(in vec3 pos){
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return mix(xy.r,xy.g, f.y);
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -208,14 +214,22 @@ void main() {
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velocity = at_velocity;
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NameTags = 0;
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PHYSICSMOD_SNOW = 0;
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#ifdef ENTITIES
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#ifdef ENTITY_PHYSICSMOD_SNOW
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if(entityId == 829925) PHYSICSMOD_SNOW = 1;
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#endif
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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(1.0/3.0)) < 1.0) NameTags = 1;
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// if(gl_Color.a < 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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#endif
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