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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 07:57:55 +08:00
fix error when floodfill is enabled. fix tiny writing error
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@ -70,8 +70,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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uniform vec3 previousCameraPosition;
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#include "/lib/util.glsl"
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#include "/lib/util.glsl"
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#include "/lib/projections.glsl"
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#ifdef OVERWORLD_SHADER
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#ifdef OVERWORLD_SHADER
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#ifdef Daily_Weather
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#ifdef Daily_Weather
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@ -87,6 +87,7 @@ uniform vec3 previousCameraPosition;
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricClouds.glsl"
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#endif
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#endif
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#ifdef IS_LPV_ENABLED
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#ifdef IS_LPV_ENABLED
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uniform int heldItemId;
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uniform int heldItemId;
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uniform int heldItemId2;
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uniform int heldItemId2;
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@ -97,7 +98,6 @@ uniform vec3 previousCameraPosition;
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#include "/lib/lpv_render.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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#endif
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#include "/lib/projections.glsl"
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/sky_gradient.glsl"
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@ -92,7 +92,7 @@ uniform float centerDepthSmooth;
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vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in vec3 normal, out vec4 flashLightSpecularData, bool hand){
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vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in vec3 normal, out vec4 flashLightSpecularData, bool hand){
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vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos; + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0;
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vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0;
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shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz;
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shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz;
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vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7);
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vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7);
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float linearDistance = length(shiftedPlayerPos);
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float linearDistance = length(shiftedPlayerPos);
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