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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
fix volumetrics not appearing behind particles
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@ -268,7 +268,7 @@ uniform vec3 eyePosition;
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#ifdef DAMAGE_BLOCK_EFFECT
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#ifdef DAMAGE_BLOCK_EFFECT
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/* RENDERTARGETS:11 */
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/* RENDERTARGETS:11 */
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#else
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#else
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/* RENDERTARGETS:2,9,11 */
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/* RENDERTARGETS:2,9,11,7 */
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#endif
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#endif
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void main() {
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void main() {
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@ -396,6 +396,8 @@ void main() {
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gl_FragData[1].a = 0.0; // for bloomy rain and stuff
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gl_FragData[1].a = 0.0; // for bloomy rain and stuff
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#endif
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#endif
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gl_FragData[3] = vec4(0.0,0.0,0.0,0.4);
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vec3 Direct_lighting = vec3(0.0);
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vec3 Direct_lighting = vec3(0.0);
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vec3 directLightColor = vec3(0.0);
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vec3 directLightColor = vec3(0.0);
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@ -410,6 +410,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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// 0.9 = entity mask
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// 0.9 = entity mask
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// 0.8 = reflective entities
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// 0.8 = reflective entities
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// 0.7 = reflective blocks
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// 0.7 = reflective blocks
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// 0.4 = translucent particles
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// 0.3 = hand mask
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// 0.3 = hand mask
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#ifdef HAND
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#ifdef HAND
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