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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
entity.properties template; lpv hand-light prep
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@ -37,8 +37,12 @@ Read the terms of modification and sharing before changing something below pleas
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void main() {
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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#ifdef LPV_NOSHADOW_HACK
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vec3 playerpos = gl_Vertex.xyz;
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#else
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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#endif
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if (
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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@ -60,20 +64,16 @@ void main() {
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uint voxelId = 0u;
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if (currentRenderedItemId > 0) {
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if (entityId == ENTITY_PLAYER) {
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if (currentRenderedItemId < 1000)
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voxelId = uint(currentRenderedItemId);
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}
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else if (entityId != ENTITY_ITEM_FRAME)
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if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER)
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voxelId = uint(currentRenderedItemId);
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}
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else {
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switch (entityId) {
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case ENTITY_BLAZE:
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case ENTITY_MAGMA_CUBE:
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case ENTITY_SPECTRAL_ARROW:
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voxelId = uint(BLOCK_TORCH);
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break;
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// TODO: blaze, magma_cube
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}
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}
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