mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
updated Physics mod support
for water waves, and snow and stuff.
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@ -3,8 +3,6 @@
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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@ -80,6 +78,12 @@ in vec3 velocity;
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flat varying float blockID;
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flat varying int EMISSIVE;
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#ifdef ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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@ -425,15 +429,20 @@ void main() {
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1.0-Puddle_shape,rainfall) );
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1 );
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#ifdef ENTITIES
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if(NameTags == 1) normal = vec3(1);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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normal = FlatNormals;
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#endif
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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@ -449,11 +458,20 @@ void main() {
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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SpecularTex.rg = vec2(0.0);
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#endif
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gl_FragData[2] = SpecularTex;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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