mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 01:22:38 +08:00
disallow POM on signs, sample sky color (the one without clouds) to get an average color, it was too blue for me...clean up gbuffer program for my own convenience,
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@ -31,10 +31,10 @@ varying float VanillaAO;
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varying vec4 lmtexcoord;
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varying vec4 normalMat;
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#ifdef POM
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// #ifdef POM
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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#endif
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// #endif
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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@ -194,13 +194,13 @@ void main() {
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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#ifdef POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
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vtexcoordam.pq = abs(texcoordminusmid)*2;
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vtexcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
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vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
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#endif
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// #ifdef POM
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vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
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vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
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vtexcoordam.pq = abs(texcoordminusmid)*2;
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vtexcoordam.st = min(lmtexcoord.xy,midcoord-texcoordminusmid);
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vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
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// #endif
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vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol'
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lmtexcoord.zw = lmcoord;
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@ -244,7 +244,6 @@ void main() {
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if(entityId == 1100 || entityId == 1200 || entityId == 2468) normalMat.a = 0.45;
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#endif
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if(mc_Entity.x == 10003) normalMat.a = 0.55;
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@ -255,22 +254,19 @@ void main() {
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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if(mc_Entity.x == 10005) EMISSIVE = 0.9;
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if(mc_Entity.x == 10005) EMISSIVE = 0.5;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345){
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LIGHTNING = 1;
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normalMat.a = 0.5;
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}
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#endif
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/////// ----- SSS STUFF ----- ///////
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SSSAMOUNT = 0.0;
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HELD_ITEM_BRIGHTNESS = 0.0;
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#ifdef Hand_Held_lights
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