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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 01:52:25 +08:00
remap entities
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@ -49,6 +49,7 @@ uniform int entityId;
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#include "/lib/Shadow_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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#ifdef IS_LPV_ENABLED
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attribute vec3 at_midBlock;
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@ -209,7 +210,10 @@ void main() {
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) {
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uint voxelId = uint(BLOCK_EMPTY);
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if (currentRenderedItemId > 0) voxelId = uint(currentRenderedItemId);
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if (currentRenderedItemId > 0) {
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if (entityId != ENTITY_ITEM_FRAME)
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voxelId = uint(currentRenderedItemId);
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}
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else {
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// TODO: set from entityId
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}
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@ -258,7 +262,7 @@ void main() {
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/// this is to ease the shadow acne on big fat entities like ghasts.
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float bias = 6.0;
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if(entityId == 1100){
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if(entityId == ENTITY_SSS_MEDIUM){
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// increase bias on parts facing the sun
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vec3 FlatNormals = normalize(gl_NormalMatrix * gl_Normal);
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vec3 WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(shadowModelViewInverse) * sunPosition);
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