mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher
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@ -191,6 +191,11 @@ void main() {
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gl_Position = ftransform();
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#if defined ENTITIES && defined IS_IRIS
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// force out of frustum
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if (entityId == 1599) gl_Position.z -= 10000;
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#endif
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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/////// ----- COLOR STUFF ----- ///////
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@ -300,7 +305,7 @@ void main() {
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mc_Entity.x == BLOCK_AMETHYST_BUD_MEDIUM || mc_Entity.x == BLOCK_AMETHYST_BUD_LARGE || mc_Entity.x == BLOCK_AMETHYST_CLUSTER ||
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mc_Entity.x == BLOCK_BAMBOO || mc_Entity.x == BLOCK_SAPLING || mc_Entity.x == BLOCK_VINE
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) {
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SSSAMOUNT = 0.0;
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SSSAMOUNT = 0.5;
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}
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// low
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#ifdef MISC_BLOCK_SSS
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