mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
remap entities
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@ -1,5 +1,6 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -69,7 +70,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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@ -3,6 +3,8 @@
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/items.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -248,7 +250,7 @@ void main() {
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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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if(entityId == ENTITY_ITEM_FRAME) SIGN = 1;
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// try and single out nametag text and then discard nametag background
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@ -256,7 +258,7 @@ void main() {
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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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if(entityId == 1100 || entityId == 1200 || entityId == 2468) normalMat.a = 0.45;
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if(entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SSS_WEAK || entityId == ENTITY_PLAYER || entityId == 2468) normalMat.a = 0.45;
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#endif
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@ -272,7 +274,7 @@ void main() {
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345){
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if(entityId == ENTITY_LIGHTNING){
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LIGHTNING = 1;
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normalMat.a = 0.50;
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}
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@ -284,7 +286,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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@ -319,12 +321,12 @@ void main() {
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#ifdef MOB_SSS
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/////// ----- SSS ON MOBS----- ///////
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// strong
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if(entityId == 1100) SSSAMOUNT = 0.75;
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if(entityId == ENTITY_SSS_MEDIUM) SSSAMOUNT = 0.75;
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// medium
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// low
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if(entityId == 1200) SSSAMOUNT = 0.3;
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if(entityId == ENTITY_SSS_WEAK || entityId == ENTITY_PLAYER) SSSAMOUNT = 0.3;
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#endif
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#endif
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@ -1,6 +1,7 @@
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/items.glsl"
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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@ -93,7 +94,7 @@ void main() {
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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float mat = 0.0;
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