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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
LIGHTNIGN, FLASHES TOO.. max cloudy fog height,
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@ -45,15 +45,15 @@ float pi2wt = PI48*frameTimeCounter;
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attribute vec4 mc_Entity;
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uniform int blockEntityId;
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uniform int entityId;
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flat varying float blockID;
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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying float blockID;
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flat varying int LIGHTNING;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int NameTags;
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@ -199,8 +199,6 @@ void main() {
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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@ -235,7 +233,7 @@ PHYSICSMOD_SNOW = 0;
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/////// ----- EMISSIVE STUFF ----- ///////
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EMISSIVE = 0.0;
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LIGHTNING = 0;
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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@ -243,11 +241,16 @@ PHYSICSMOD_SNOW = 0;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345) EMISSIVE = 0.9;
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if(entityId == 12345){
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LIGHTNING = 1;
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normalMat.a = 0.5;
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}
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#endif
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/////// ----- SSS STUFF ----- ///////
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SSSAMOUNT = 0.0;
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SSSAMOUNT = 0.0;
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HELD_ITEM_BRIGHTNESS = 0.0;
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