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synced 2025-06-22 08:42:50 +08:00
center handheld light to eyePosition when using iris. make lightmap handheld lights not function when floodfill is enabled
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@ -254,6 +254,8 @@ vec4 texture2D_POMSwitch(
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}
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uniform vec3 eyePosition;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -365,8 +367,13 @@ void main() {
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lightmap.y = 1.0;
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#endif
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#ifdef Hand_Held_lights
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lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(feetPlayerPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
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#if defined Hand_Held_lights && !defined LPV_ENABLED
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#ifdef IS_IRIS
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vec3 playerCamPos = eyePosition;
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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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#endif
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#ifdef WEATHER
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