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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add "BIOME TINT WATER" setting for when "GLASS TINT" is on
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@ -316,7 +316,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
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#ifdef BIOME_TINT_WATER
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if (iswater > 0.95) COLORTEST.rgb = color.rgb;
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#endif
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////////////////////////////////
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@ -223,7 +223,7 @@ void main() {
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vec4 albedo = vec4(unpack0.ba,unpack1.rg);
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vec2 tangentNormals = unpack0.xy*2.0-1.0;
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if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
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vec4 TranslucentShader = texture2D(colortex2,texcoord);
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vec4 TranslucentShader = texture2D(colortex2, texcoord);
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////// --------------- UNPACK MISC --------------- //////
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float trpData = texture2D(colortex7,texcoord).a;
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