mirror of
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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@ -1,7 +1,8 @@
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#include "/lib/settings.glsl"
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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_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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@ -76,6 +77,7 @@ uniform sampler2D colortex14;
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uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
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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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@ -166,9 +168,12 @@ vec3 toScreenSpace(vec3 p) {
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#include "/lib/volumetricClouds.glsl"
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#endif
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#include "/lib/util.glsl"
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#ifdef IS_LPV_ENABLED
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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// #include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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@ -238,10 +243,10 @@ vec3 fp10Dither(vec3 color,float dither){
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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}
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// float facos(float sx){
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// float x = clamp(abs( sx ),0.,1.);
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// return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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// }
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
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{
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@ -1192,7 +1197,7 @@ 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, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B) , lightmap.xy, exposure);
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Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B) , lightmap.xy, exposure);
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#ifdef OVERWORLD_SHADER
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Indirect_lighting += LightningFlashLighting;
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