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https://github.com/X0nk/Bliss-Shader.git
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use block.properties template
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@ -1,7 +1,13 @@
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#define BLOCK_EMPTY 0
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#define BLOCK_WATER 8
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#define BLOCK_GROUND_WAVING 10
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#define BLOCK_AIR_WAVING 11
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#define BLOCK_GROUND_WAVING_VERTICAL 12
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#define BLOCK_SSS_STRONG 13
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#define BLOCK_SSS_WEAK 14
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#define BLOCK_SSS_WEAK_2 15
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#define BLOCK_SSS_WEAK_3 16
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#define BLOCK_SSS_WEIRD 17
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#define BLOCK_GRASS 18
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#define BLOCK_AMETHYST_BUD_LARGE 1001
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#define BLOCK_AMETHYST_BUD_MEDIUM 1002
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#define BLOCK_AMETHYST_CLUSTER 1003
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@ -40,41 +46,36 @@
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#define BLOCK_SOUL_LANTERN 1036
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#define BLOCK_SOUL_TORCH 1037
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#define BLOCK_TORCH 1038
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#define BLOCK_GLASS 1201
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#define BLOCK_HONEY 1202
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#define BLOCK_ICE 1203
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#define BLOCK_NETHER_PORTAL 1204
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#define BLOCK_SLIME 1205
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#define BLOCK_GLASS_BLACK 1220
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#define BLOCK_GLASS_BLUE 1221
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#define BLOCK_GLASS_BROWN 1222
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#define BLOCK_GLASS_CYAN 1223
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#define BLOCK_GLASS_GRAY 1224
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#define BLOCK_GLASS_GREEN 1225
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#define BLOCK_GLASS_LIGHT_BLUE 1226
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#define BLOCK_GLASS_LIGHT_GRAY 1227
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#define BLOCK_GLASS_LIME 1228
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#define BLOCK_GLASS_MAGENTA 1229
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#define BLOCK_GLASS_ORANGE 1230
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#define BLOCK_GLASS_PINK 1231
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#define BLOCK_GLASS_PURPLE 1232
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#define BLOCK_GLASS_RED 1233
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#define BLOCK_GLASS_WHITE 1234
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#define BLOCK_GLASS_YELLOW 1235
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#define BLOCK_DOOR_N 1301
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#define BLOCK_DOOR_E 1302
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#define BLOCK_DOOR_S 1303
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#define BLOCK_DOOR_W 1304
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#define BLOCK_SLAB_TOP 1305
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#define BLOCK_SLAB_BOTTOM 1306
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#define BLOCK_TRAPDOOR_BOTTOM 1307
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#define BLOCK_TRAPDOOR_TOP 1308
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#define BLOCK_TRAPDOOR_N 1309
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#define BLOCK_TRAPDOOR_E 1310
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#define BLOCK_TRAPDOOR_S 1311
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#define BLOCK_TRAPDOOR_W 1312
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#define BLOCK_GLASS_BLACK 1206
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#define BLOCK_GLASS_BLUE 1207
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#define BLOCK_GLASS_BROWN 1208
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#define BLOCK_GLASS_CYAN 1209
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#define BLOCK_GLASS_GRAY 1210
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#define BLOCK_GLASS_GREEN 1211
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#define BLOCK_GLASS_LIGHT_BLUE 1212
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#define BLOCK_GLASS_LIGHT_GRAY 1213
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#define BLOCK_GLASS_LIME 1214
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#define BLOCK_GLASS_MAGENTA 1215
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#define BLOCK_GLASS_ORANGE 1216
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#define BLOCK_GLASS_PINK 1217
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#define BLOCK_GLASS_PURPLE 1218
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#define BLOCK_GLASS_RED 1219
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#define BLOCK_GLASS_WHITE 1220
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#define BLOCK_GLASS_YELLOW 1221
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#define BLOCK_DOOR_N 1222
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#define BLOCK_DOOR_E 1223
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#define BLOCK_DOOR_S 1224
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#define BLOCK_DOOR_W 1225
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#define BLOCK_SLAB_TOP 1226
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#define BLOCK_SLAB_BOTTOM 1227
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#define BLOCK_TRAPDOOR_BOTTOM 1228
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#define BLOCK_TRAPDOOR_TOP 1229
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#define BLOCK_TRAPDOOR_N 1230
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#define BLOCK_TRAPDOOR_E 1231
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#define BLOCK_TRAPDOOR_S 1232
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#define BLOCK_TRAPDOOR_W 1233
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@ -32,7 +32,7 @@
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SpringCol *= glcolor;
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// do leaf colors different because thats cool and i like it
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if(mc_Entity.x == 10003){
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if(mc_Entity.x == BLOCK_AIR_WAVING){
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SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
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AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
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WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
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@ -4,3 +4,5 @@ const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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const float voxelDistance = 64.0;
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#define BLOCK_EMPTY 0
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