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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
migrate block data to image; hand-light initial
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@ -2,6 +2,7 @@
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#ifdef IS_LPV_ENABLED
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#extension GL_EXT_shader_image_load_store: enable
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#extension GL_ARB_shading_language_packing: enable
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#endif
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#include "/lib/res_params.glsl"
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@ -35,7 +36,9 @@ uniform int isEyeInWater;
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uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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#ifdef IS_LPV_ENABLED
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uniform usampler1D texBlockData;
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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@ -61,6 +64,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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uniform float nightVision;
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#endif
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#include "/lib/util.glsl"
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#ifdef OVERWORLD_SHADER
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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@ -417,7 +422,7 @@ void main() {
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting = DoAmbientLightColor(lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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