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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -29,6 +29,10 @@ uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform ivec2 eyeBrightnessSmooth;
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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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@ -55,6 +59,14 @@ void main() {
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol'
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lmtexcoord.zw = lmcoord;
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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if(heldItemId == 100 || heldItemId2 == 100) HELD_ITEM_BRIGHTNESS = 0.9;
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#endif
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#ifdef WEATHER
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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