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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix glass mapping
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@ -830,18 +830,8 @@ void main() {
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// reflective translucents / glass
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switch (blockId) {
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case BLOCK_HONEY:
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tintColor = vec3(0.984, 0.733, 0.251);
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mixWeight = 1.0;
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break;
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case BLOCK_NETHER_PORTAL:
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lightColor = vec3(0.502, 0.165, 0.831);
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tintColor = vec3(0.502, 0.165, 0.831);
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lightRange = 11.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SLIME:
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tintColor = vec3(0.408, 0.725, 0.329);
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case BLOCK_GLASS:
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tintColor = vec3(1.0);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_BLACK:
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@ -908,6 +898,20 @@ void main() {
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tintColor = vec3(0.965, 0.965, 0.123);
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mixWeight = 1.0;
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break;
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case BLOCK_HONEY:
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tintColor = vec3(0.984, 0.733, 0.251);
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mixWeight = 1.0;
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break;
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case BLOCK_NETHER_PORTAL:
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lightColor = vec3(0.502, 0.165, 0.831);
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tintColor = vec3(0.502, 0.165, 0.831);
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lightRange = 11.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SLIME:
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tintColor = vec3(0.408, 0.725, 0.329);
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mixWeight = 1.0;
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break;
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// LPV shapes
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