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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@ -38,7 +38,13 @@ uniform sampler2D colortex4;
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flat varying float exposure;
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void main() {
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color = gl_Color;
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#ifdef ENCHANT_GLINT
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#else
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texcoord = (gl_MultiTexCoord0).xy;
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#endif
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#if defined ENCHANT_GLINT || defined SPIDER_EYES
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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@ -49,19 +55,12 @@ void main() {
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gl_Position = ftransform();
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#endif
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texcoord = (gl_MultiTexCoord0).xy;
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#ifdef ENCHANT_GLINT
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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// float exposure = texelFetch2D(colortex4, ivec2(10,37),0).r;
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#endif
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color = gl_Color;
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#ifdef BEACON_BEAM
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if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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