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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
more fixed block entity mappings
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@ -235,7 +235,7 @@ void main() {
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(InterpolateFromBase && (blockId == BLOCK_GRASS_TALL_LOWER || blockId == BLOCK_GROUND_WAVING || blockId == BLOCK_GRASS_SHORT || blockId == BLOCK_SAPLING || blockId == BLOCK_GROUND_WAVING_VERTICAL))
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// these wave off of the ceiling. the area connected to the ceiling does not wave.
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|| (!InterpolateFromBase && (blockId == 17))
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|| (!InterpolateFromBase && (blockId == BLOCK_VINE_OTHER))
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// these wave off of the air. they wave uniformly
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|| (blockId == BLOCK_GRASS_TALL_UPPER || blockId == BLOCK_AIR_WAVING)
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@ -256,7 +256,8 @@ void main() {
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#ifdef DISTORT_SHADOWMAP
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if(entityId == 1100) position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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if (entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SLIME)
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position.xyz = position.xyz - normalize(gl_NormalMatrix * gl_Normal) * 0.25;
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gl_Position = BiasShadowProjection(toClipSpace3(position));
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#else
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