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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix missing vertex color. fix particles showing through block entities. improve sampling shape of ssao, ambient SSS, and shadow filtering. remade ambient SSS. temporary patch on DH water SSR. add updated zh_cn translation
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@ -58,7 +58,7 @@ vec3 viewToWorld(vec3 viewPos) {
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void main() {
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vec4 Albedo = texture2D(texture, texcoord);
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Albedo.rgb = toLinear(Albedo.rgb);
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Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
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#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
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@ -72,7 +72,12 @@ void main() {
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float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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vec3 emissiveColor = Albedo.rgb * color.a * autoBrightnessAdjust;
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#ifdef DISABLE_VANILLA_EMISSIVES
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vec3 emissiveColor = vec3(0.0);
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Albedo.a = 0.0;
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#else
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vec3 emissiveColor = Albedo.rgb * color.a * autoBrightnessAdjust;
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#endif
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gl_FragData[0] = vec4(emissiveColor*0.1, Albedo.a * sqrt(color.a));
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#endif
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@ -80,7 +85,16 @@ void main() {
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#ifdef ENCHANT_GLINT
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float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
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vec3 GlintColor = Albedo.rgb * autoBrightnessAdjust * Emissive_Brightness;
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Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
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#ifdef DISABLE_ENCHANT_GLINT
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vec3 GlintColor = vec3(0.0);
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Albedo.a = 0.0;
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#else
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vec3 GlintColor = Albedo.rgb * autoBrightnessAdjust * Emissive_Brightness;
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#endif
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gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
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#endif
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