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https://github.com/X0nk/Bliss-Shader.git
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intial changes for commit #495
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@ -62,17 +62,25 @@ uniform vec2 texelSize;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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uniform float nightVision;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#ifndef OVERWORLD_SHADER
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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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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#else
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vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
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vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
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#endif
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#define CLOUDSHADOWSONLY
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#include "/lib/volumetricClouds.glsl"
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#endif
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@ -223,8 +231,8 @@ vec3 toClipSpace3(vec3 viewSpacePosition) {
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}
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flat varying vec3 WsunVec2;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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uniform sampler2D normals;
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varying vec4 tangent;
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@ -373,7 +381,12 @@ void main() {
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#else
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vec3 playerCamPos = cameraPosition;
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#endif
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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// lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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if(HELD_ITEM_BRIGHTNESS > 0.0){
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float pointLight = clamp(1.0-length((feetPlayerPos+cameraPosition)-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0);
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lightmap.x = mix(lightmap.x, HELD_ITEM_BRIGHTNESS, pointLight*pointLight);
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}
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#endif
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#ifdef WEATHER
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@ -402,7 +415,7 @@ void main() {
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if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
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#ifdef OVERWORLD_SHADER
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directLightColor = lightCol.rgb/80.0;
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directLightColor = lightCol.rgb/2400.0;
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float Shadows = 1.0;
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vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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@ -417,7 +430,7 @@ void main() {
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Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(feetPlayerPos);
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Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
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#endif
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Direct_lighting = directLightColor * Shadows;
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@ -426,7 +439,7 @@ void main() {
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Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
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#endif
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AmbientLightColor = averageSkyCol_Clouds / 30.0;
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AmbientLightColor = averageSkyCol_Clouds / 900.0;
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#ifdef IS_IRIS
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AmbientLightColor *= 2.5;
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@ -438,11 +451,11 @@ void main() {
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#endif
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#ifdef NETHER_SHADER
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Indirect_lighting = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
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Indirect_lighting = volumetricsFromTex(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 1200.0;
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#endif
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#ifdef END_SHADER
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Indirect_lighting = vec3(0.3,0.6,1.0) * 0.5;
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Indirect_lighting = vec3(0.3,0.6,1.0) * 0.1;
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#endif
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///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
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