mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +08:00
aerochrome blocks and sky
still need to do water
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@ -1,7 +1,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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#extension GL_ARB_shader_texture_lod : enable
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#include "lib/settings.glsl"
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#include "/lib/settings.glsl"
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@ -69,7 +69,7 @@ uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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in vec3 test_motionVectors;
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varying vec4 materialMask;
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flat varying float blockID;
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flat varying vec4 TESTMASK;
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@ -229,8 +229,6 @@ float densityAtPosSNOW(in vec3 pos){
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return mix(xy.r,xy.g, f.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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@ -404,6 +402,32 @@ void main() {
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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#ifdef AEROCHROME_MODE
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float tmp = AEROCHROME_PINKNESS;
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), tmp);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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if(blockID == 10001 || blockID == 10003 || blockID == 10004 || blockID == 10006) {
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// IR Reflective (Pink-red)
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Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
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}
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else if(blockID == 10008) {
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// Special handling for grass block
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float strength = 1.0 - color.b;
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Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
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}
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#ifdef AEROCHROME_WOOL_ENABLED
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else if(blockID == 200) {
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// Wool
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Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
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}
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#endif
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else if(blockID == 8 || blockID == 10002)
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{
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// IR Absorbsive? Dark.
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Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
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}
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#endif
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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#endif
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