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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 01:52:25 +08:00
use block.properties template
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@ -48,6 +48,7 @@ uniform int entityId;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/blocks.glsl"
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#ifdef IS_LPV_ENABLED
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attribute vec3 at_midBlock;
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@ -181,7 +182,7 @@ void main() {
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// }
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// #endif
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uint blockId = uint(mc_Entity.x + 0.5);
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int blockId = int(mc_Entity.x + 0.5);
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#if defined IS_LPV_ENABLED || defined WAVY_PLANTS
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vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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@ -194,7 +195,7 @@ void main() {
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED ||
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renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT
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) {
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uint voxelId = blockId;
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uint voxelId = uint(blockId);
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if (voxelId == 0u) voxelId = 1u;
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vec3 originPos = playerpos + at_midBlock/64.0;
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@ -205,12 +206,12 @@ void main() {
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#ifdef WAVY_PLANTS
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bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
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if ((blockId == 10001u || blockId == 10009u && istopv) && length(position.xy) < 24.0) {
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if ((blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GROUND_WAVING_VERTICAL && istopv) && length(position.xy) < 24.0) {
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playerpos += calcMovePlants(playerpos + cameraPosition)*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
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}
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if (blockId == 10003u && length(position.xy) < 24.0) {
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if (blockId == BLOCK_AIR_WAVING && length(position.xy) < 24.0) {
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playerpos += calcMoveLeaves(playerpos + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
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}
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@ -224,7 +225,7 @@ void main() {
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if (blockId == 8u) gl_Position.w = -1.0;
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if (blockId == BLOCK_WATER) gl_Position.w = -1.0;
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// color.a = 1.0;
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// if((blockID < 1200 || blockID >= 1300)) color.a = 0.0;
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