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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add candles
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@ -12,6 +12,7 @@ const ivec3 workGroups = ivec3(4, 5, 1);
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_blocks.glsl"
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const vec3 LightColor_Candles = vec3(1.0, 0.4, 0.1);
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const vec3 LightColor_SeaPickle = vec3(0.283, 0.394, 0.212);
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uint BuildLpvMask(const in uint north, const in uint east, const in uint south, const in uint west, const in uint up, const in uint down) {
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@ -36,9 +37,30 @@ void main() {
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_CANDLES_LIT_1:
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lightColor = LightColor_Candles;
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lightRange = 3.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_2:
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lightColor = LightColor_Candles;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_3:
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lightColor = LightColor_Candles;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_4:
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lightColor = LightColor_Candles;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CAVE_VINE_BERRIES:
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lightColor = vec3(0.717, 0.541, 0.188);
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lightRange = 14.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CONDUIT:
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lightColor = vec3(1.0);
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@ -55,6 +77,7 @@ void main() {
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case BLOCK_FIRE:
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_FROGLIGHT_OCHRE:
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lightColor = vec3(0.768, 0.648, 0.108);
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@ -79,6 +102,7 @@ void main() {
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case BLOCK_LANTERN:
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lightColor = vec3(1.0, 0.7, 0.1);
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lightRange = 15.0;
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mixWeight = 0.8;
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break;
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case BLOCK_LAVA:
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lightColor = vec3(0.804, 0.424, 0.149);
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@ -107,18 +131,22 @@ void main() {
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case BLOCK_SEA_PICKLE_WET_1:
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lightColor = LightColor_SeaPickle;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_2:
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lightColor = LightColor_SeaPickle;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_3:
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lightColor = LightColor_SeaPickle;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_4:
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lightColor = LightColor_SeaPickle;
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_LANTERN:
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lightColor = vec3(0.553, 0.748, 0.859);
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@ -133,14 +161,20 @@ void main() {
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lightRange = 13.0;
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break;
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case BLOCK_SOUL_FIRE:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SOUL_LANTERN:
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case BLOCK_SOUL_TORCH:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TORCH:
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lightColor = vec3(1.0, 0.6, 0.1);
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lightRange = 14.0;
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mixWeight = 0.8;
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break;
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@ -226,45 +260,45 @@ void main() {
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case BLOCK_DOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_BOTTOM:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_TOP:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 0u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 1.0;
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mixWeight = 0.8;
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break;
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}
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