mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
readd SSGI, fix spider eyes on iris, fix min light amount
all that.
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@ -140,15 +140,6 @@ vec4 encode (vec3 n, vec2 lightmaps){
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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@ -159,6 +150,15 @@ float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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@ -419,11 +419,14 @@ void main() {
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gl_FragData[1].a = 0.0;
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#else
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float bias = Texture_MipMap_Bias - blueNoise()*0.5;
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef WORLD
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#ifdef MC_NORMAL_MAP
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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@ -439,12 +442,13 @@ void main() {
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#endif
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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#ifdef WORLD
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vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, bias);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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@ -456,17 +460,17 @@ void main() {
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#endif
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gl_FragData[2] = SpecularTex;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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#ifdef WORLD
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
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// pain in my ass
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -527,9 +531,10 @@ void main() {
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#endif
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#endif
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#ifdef WORLD
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gl_FragData[5].x = 0;
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#ifdef ENTITIES
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@ -537,4 +542,5 @@ void main() {
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#endif
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gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
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#endif
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}
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