mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 16:52:38 +08:00
floodfill voxel mask
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@ -1,5 +1,8 @@
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#version 120
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#include "/lib/settings.glsl"
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#ifdef IS_LPV_ENABLED
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#extension GL_EXT_shader_image_load_store: enable
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#endif
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@ -46,6 +49,11 @@ uniform int entityId;
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/bokeh.glsl"
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#ifdef IS_LPV_ENABLED
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_write.glsl"
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#endif
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const float PI48 = 150.796447372*WAVY_SPEED;
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float pi2wt = PI48*frameTimeCounter;
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@ -170,18 +178,26 @@ void main() {
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// }
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// #endif
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uint blockId = uint(mc_Entity.x + 0.5);
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#if defined IS_LPV_ENABLED || defined WAVY_PLANTS
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vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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#endif
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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SetVoxelBlock(playerpos, blockId);
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#endif
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#ifdef WAVY_PLANTS
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bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
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if ((mc_Entity.x == 10001 || mc_Entity.x == 10009 && istopv) && length(position.xy) < 24.0) {
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vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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worldpos.xyz += calcMovePlants(worldpos.xyz + cameraPosition)*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
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if ((blockId == 10001u || blockId == 10009u && istopv) && length(position.xy) < 24.0) {
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playerpos += calcMovePlants(playerpos + cameraPosition)*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
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}
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if (mc_Entity.x == 10003 && length(position.xy) < 24.0) {
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vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
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worldpos.xyz += calcMoveLeaves(worldpos.xyz + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
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if (blockId == 10003u && length(position.xy) < 24.0) {
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playerpos += calcMoveLeaves(playerpos + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
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position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
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}
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#endif
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@ -193,13 +209,13 @@ void main() {
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if(mc_Entity.x == 8 ) gl_Position.w = -1.0;
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if (blockId == 8u) gl_Position.w = -1.0;
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// color.a = 1.0;
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// if(mc_Entity.x != 10002) color.a = 0.0;
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// if(blockId != 10002) color.a = 0.0;
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// materials = 0.0;
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// if(mc_Entity.x == 8) materials = 1.0;
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// if(blockId == 8) materials = 1.0;
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/// this is to ease the shadow acne on big fat entities like ghasts.
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