LIGHTNIGN, FLASHES TOO.. max cloudy fog height,

This commit is contained in:
Xonk
2023-06-22 21:00:42 -04:00
parent 90c92973b7
commit 84a3d8148e
10 changed files with 99 additions and 43 deletions

View File

@ -45,15 +45,15 @@ float pi2wt = PI48*frameTimeCounter;
attribute vec4 mc_Entity;
uniform int blockEntityId;
uniform int entityId;
flat varying float blockID;
uniform int heldItemId;
uniform int heldItemId2;
flat varying float HELD_ITEM_BRIGHTNESS;
flat varying float blockID;
flat varying int LIGHTNING;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
flat varying int NameTags;
@ -199,8 +199,6 @@ void main() {
#ifdef MC_NORMAL_MAP
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
#endif
@ -235,7 +233,7 @@ PHYSICSMOD_SNOW = 0;
/////// ----- EMISSIVE STUFF ----- ///////
EMISSIVE = 0.0;
LIGHTNING = 0;
// if(NameTags > 0) EMISSIVE = 0.9;
// normal block lightsources
@ -243,11 +241,16 @@ PHYSICSMOD_SNOW = 0;
// special cases light lightning and beacon beams...
#ifdef ENTITIES
if(entityId == 12345) EMISSIVE = 0.9;
if(entityId == 12345){
LIGHTNING = 1;
normalMat.a = 0.5;
}
#endif
/////// ----- SSS STUFF ----- ///////
SSSAMOUNT = 0.0;
SSSAMOUNT = 0.0;
HELD_ITEM_BRIGHTNESS = 0.0;