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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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@ -49,6 +50,7 @@ uniform sampler2D specular;
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uniform sampler2D normals;
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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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@ -92,6 +94,7 @@ uniform vec3 nsunColor;
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#include "/lib/projections.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/util.glsl"
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#ifdef OVERWORLD_SHADER
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flat varying float Flashing;
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@ -634,7 +637,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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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, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
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vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
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