mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
FIX block breaking effect on iris. FIX glowing water in some scenarios,. FIX clouds blipping at the end of a day. IMPROVE hand lighting (better specular and diffuse)
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@ -89,13 +89,28 @@ float phaseg(float x, float g){
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return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
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}
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:29 */
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#ifdef DAMAGE_BLOCK_EFFECT
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/* RENDERTARGETS:11 */
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#else
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/* DRAWBUFFERS:29 */
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#endif
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void main() {
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@ -111,6 +126,9 @@ void main() {
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vec3 feetPlayerPos_normalized = normalize(feetPlayerPos);
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vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
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vec3 Albedo = toLinear(TEXTURE.rgb);
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@ -215,6 +233,11 @@ void main() {
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#else
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
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#endif
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#ifdef DAMAGE_BLOCK_EFFECT
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gl_FragData[0] = vec4(0.0, encodeVec2(TEXTURE.rg), encodeVec2(vec2(TEXTURE.b,0.0)), TEXTURE.a);
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#endif
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// distance fade targeting the world border...
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if(TEXTURE.a < 0.7 && TEXTURE.a > 0.2) gl_FragData[0] *= clamp(1.0 - length(feetPlayerPos) / 100.0 ,0.0,1.0);
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