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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add handheld light distance slider. add snells window toggle. remove all traces of physics mod support.
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@ -102,7 +102,7 @@ void main() {
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(viewPos)/10,0.0),1.5),0.0,1.0));
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#endif
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@ -78,8 +78,6 @@ uniform sampler2D depthtex0;
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uniform vec4 entityColor;
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// in vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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flat varying float blockID;
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flat varying float SSSAMOUNT;
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@ -316,8 +314,8 @@ void main() {
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#ifdef Hand_Held_lights
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#ifdef HAND
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torchlightmap *= 0.9;
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#endif
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@ -477,9 +475,6 @@ void main() {
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gl_FragDepth = toClipSpace3(truePos).z;
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#endif
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if(PHYSICSMOD_SNOW < 1) normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) );
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#endif
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//////////////////////////////// ////////////////////////////////
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@ -58,7 +58,6 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying int PHYSICSMOD_SNOW;
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flat varying int NameTags;
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uniform int frameCounter;
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@ -240,16 +239,11 @@ void main() {
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#endif
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NameTags = 0;
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PHYSICSMOD_SNOW = 0;
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#ifdef ENTITIES
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// disallow POM to work on item frames.
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if(entityId == 2300) SIGN = 1;
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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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@ -273,12 +273,6 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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#define PHYSICSMOD_FRAGMENT
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#include "/lib/oceans.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -378,7 +372,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/10,0.0),1.5),0.0,1.0));
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#endif
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vec3 Indirect_lighting = vec3(0.0);
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@ -534,8 +528,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float normalDotEye = dot(normal, normalize(viewPos));
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float fresnel = pow(clamp(1.0 + dot(normal, normalize(viewPos)), 0.0, 1.0),5.0);
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#ifdef SNELLS_WINDOW
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// snells window looking thing
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if(isEyeInWater == 1 ) fresnel = pow(clamp(1.66 + normalDotEye,0.0,1.0), 25.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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@ -80,8 +80,6 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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void main() {
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vec4 Swtich_gl_vertex = gl_Vertex;
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
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lmtexcoord.zw = lmcoord;
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@ -125,7 +123,7 @@ void main() {
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flatnormal = normalMat.xyz;
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viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
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viewVector = ( gl_ModelViewMatrix * gl_Vertex).xyz;
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viewVector = normalize(tbnMatrix * viewVector);
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@ -182,6 +182,7 @@ void applyContrast(inout vec3 color, float contrast){
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void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
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vec2 UnalteredTexcoord = Texcoord;
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Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE );
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