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item/entity light fixes
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@ -3,9 +3,9 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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const ivec3 workGroups = ivec3(6, 6, 1);
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#ifdef IS_LPV_ENABLED
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#include "/lib/blocks.glsl"
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#include "/lib/items.glsl"
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// #include "/lib/entities.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/entities.glsl"
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#include "/lib/lpv_blocks.glsl"
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const vec3 LightColor_Amethyst = vec3(0.464, 0.227, 0.788);
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@ -42,7 +42,7 @@ const ivec3 workGroups = ivec3(6, 6, 1);
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void main() {
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#ifdef IS_LPV_ENABLED
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int blockId = int(gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * 32);
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int blockId = int(gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * 48);
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if (blockId >= 2048) return;
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vec3 lightColor = vec3(0.0);
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@ -995,6 +995,34 @@ void main() {
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mixWeight = 0.9;
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}
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// Entities
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if (blockId == ENTITY_BLAZE) {
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lightColor = vec3(1.000, 0.592, 0.000);
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lightRange = 8.0;
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}
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if (blockId == ENTITY_END_CRYSTAL) {
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lightColor = vec3(1.000, 0.000, 1.000);
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lightRange = 8.0;
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}
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if (blockId == ENTITY_MAGMA_CUBE) {
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lightColor = vec3(0.747, 0.323, 0.110);
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lightRange = 9.0;
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}
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if (blockId == ENTITY_TNT) {
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lightColor = vec3(1.0);
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lightRange = 8.0;
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}
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if (blockId == ENTITY_SPECTRAL_ARROW) {
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lightColor = vec3(0.0, 1.0, 0.0);
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lightRange = 8.0;
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mixWeight = 1.0;
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}
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// hack to increase light (if set)
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if (lightRange > 0.0) lightRange += 1.0;
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