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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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@ -46,6 +46,9 @@ uniform mat4 gbufferModelView;
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varying vec3 viewVector;
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flat varying int glass;
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#if defined ENTITIES && defined IS_IRIS
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flat varying int NAMETAG;
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#endif
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attribute vec4 at_tangent;
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attribute vec4 mc_Entity;
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@ -140,6 +143,7 @@ void main() {
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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gl_Position = toClipSpace3(position);
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@ -169,6 +173,11 @@ void main() {
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// translucent blocks
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if (mc_Entity.x >= 301 && mc_Entity.x <= 321) mat = 0.7;
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#if defined ENTITIES && defined IS_IRIS
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NAMETAG = 0;
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if (entityId == 1600) NAMETAG = 1;
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#endif
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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@ -212,7 +221,12 @@ void main() {
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#if defined ENTITIES && defined IS_IRIS
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// remove jitter for nametags lol
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if (entityId != 1600) gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#else
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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#endif
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#if DOF_QUALITY == 5
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