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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +08:00
make puddles go away in places it shouldnt be
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@ -87,6 +87,7 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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uniform float noPuddleAreas;
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// float interleaved_gradientNoise(){
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@ -262,14 +263,15 @@ void main() {
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float torchlightmap = lmtexcoord.z;
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#ifdef Hand_Held_lights
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0));
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// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0));
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = clamp(torchlightmap + HELD_ITEM_BRIGHTNESS * clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0),0.0,1.0);
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#endif
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float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
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float rainfall = rainStrength ;
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float rainfall = rainStrength * noPuddleAreas;
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float Puddle_shape = 0.;
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#ifndef ENTITIES
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@ -454,7 +456,7 @@ void main() {
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if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
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#endif
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vec4 data1 = clamp(encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)),0.,1.0);
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vec4 data1 = clamp(encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/(30.0 * (1+ (1-RENDER_SCALE.x)))) + vec2(torchlightmap,lmtexcoord.w)),0.,1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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@ -598,7 +600,7 @@ void main() {
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////////////////////////////////
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// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/ (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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