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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 10:12:54 +08:00
floodfill dropped item fix; reduce occlusion groups
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@ -62,7 +62,7 @@ void main() {
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uint mixMask = 0xFFFF;
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vec3 tintColor = vec3(1.0);
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if (blockId == BLOCK_SSS_WEAK_3) {
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if (blockId == BLOCK_SSS_WEAK || blockId == BLOCK_SSS_WEAK_3) {
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mixWeight = 1.0;
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}
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@ -921,7 +921,16 @@ void main() {
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// LPV shapes
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case BLOCK_LPV_IGNORE:
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mixWeight = 1.0;
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mixWeight = 1.00;
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break;
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case BLOCK_LPV_MIN:
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mixWeight = 0.75;
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break;
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case BLOCK_LPV_MED:
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mixWeight = 0.50;
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break;
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case BLOCK_LPV_MAX:
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mixWeight = 0.25;
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break;
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case BLOCK_CARPET:
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@ -946,16 +955,6 @@ void main() {
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mixWeight = 0.8;
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break;
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case BLOCK_FENCE:
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case BLOCK_FENCE_GATE:
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mixWeight = 0.7;
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break;
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case BLOCK_FLOWER_POT:
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mixWeight = 0.7;
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break;
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case BLOCK_IRON_BARS:
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mixWeight = 0.6;
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break;
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case BLOCK_PRESSURE_PLATE:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 0.9;
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