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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
misc floodfill fixes
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@ -173,7 +173,6 @@ vec3 toScreenSpace(vec3 p) {
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#ifdef IS_LPV_ENABLED
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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// #include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_render.glsl"
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#endif
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@ -1007,6 +1007,11 @@ void main() {
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lightRange = 8.0;
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}
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if (blockId == ENTITY_FIREBALL_SMALL) {
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lightColor = vec3(0.000, 1.000, 0.000);
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lightRange = 8.0;
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}
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if (blockId == ENTITY_MAGMA_CUBE) {
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lightColor = vec3(0.747, 0.323, 0.110);
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lightRange = 9.0;
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@ -1032,7 +1037,6 @@ void main() {
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uint lightColorRange = packUnorm4x8(vec4(lightColor, lightRange/255.0));
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uint tintColorMask = packUnorm4x8(vec4(tintColor, 0.0));
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tintColorMask |= mixMask << 24;
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imageStore(imgBlockData, blockId, uvec4(lightColorRange, tintColorMask, 0u, 0u));
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