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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling
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@ -202,8 +202,8 @@ void main() {
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/////// ----- RANDOM STUFF ----- ///////
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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// gl_TextureMatrix[0] for animated things like charged creepers
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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// #ifdef POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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@ -526,10 +526,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#ifdef NETHER_SHADER
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb ;
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// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb / 15.0;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
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// up *= pow( max( WS_normal.y, 0), 2);
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// down *= pow( max(-WS_normal.y, 0), 2);
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@ -1207,10 +1207,10 @@ void main() {
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#endif
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#ifdef NETHER_SHADER
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// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
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// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 15.0;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
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// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
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// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
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// up *= pow( max( slopednormal.y, 0), 2);
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// down *= pow( max(-slopednormal.y, 0), 2);
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@ -1340,7 +1340,6 @@ void main() {
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gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
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}
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////// DEBUG VIEW STUFF
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#if DEBUG_VIEW == debug_SHADOWMAP
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vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
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@ -328,7 +328,7 @@ void main() {
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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if(albedo.a > 0.01) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
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if(!iswater) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
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#endif
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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