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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix end and nether failures
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@ -1,7 +1,11 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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//// OVERWORLD ////
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#ifndef OVERWORLD
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uniform float lightningFlash;
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#endif
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//// OVERWORLD ////
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#ifdef OVERWORLD
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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@ -41,8 +45,9 @@ vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float Subsurface
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return SunLight;
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}
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#endif
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#ifdef NETHER
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//// NETHER ////
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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@ -59,6 +64,9 @@ vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, ve
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return AmbientLight + TorchLight + LavaGlow;
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}
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#endif
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#ifdef END
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//// END ////
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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@ -73,4 +81,5 @@ vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3
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vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
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return TorchLight + AmbientLight;
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}
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}
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#endif
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