mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
make handheld lights work on particles and translucents. make lit particle brightness work again. exclude hand from bloom. extend bloom mulitplier slider.
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@ -33,6 +33,7 @@ uniform vec2 texelSize;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#ifndef OVERWORLD_SHADER
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uniform float nightVision;
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@ -99,6 +100,13 @@ void main() {
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#ifndef OVERWORLD_SHADER
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lightmap.y = 1.0;
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(viewPos)/10,0.0),1.5),0.0,1.0));
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#endif
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#ifdef WEATHER
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gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff
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#endif
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@ -117,9 +125,8 @@ void main() {
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vec3 Indirect_lighting = vec3(0.0);
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vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);
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#ifdef LIT
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Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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#endif
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if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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#ifdef OVERWORLD_SHADER
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float Shadows = 1.0;
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@ -161,7 +168,7 @@ void main() {
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vec3 AmbientLightColor = vec3(1.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
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Indirect_lighting = DoAmbientLightColor(AmbientLightColor, Torch_Color, clamp(lightmap.xy,0,1));
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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