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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix lightning bolts, ensure POM cannot interact with item frames and signs.
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@ -396,9 +396,12 @@ void main() {
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vec3 viewVector = normalize(tbnMatrix*fragpos);
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float dist = length(fragpos);
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float maxdist = MAX_OCCLUSION_DISTANCE;
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if(!ifPOM) maxdist = 0.0;
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gl_FragDepth = gl_FragCoord.z;
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if (dist < MAX_OCCLUSION_DISTANCE) {
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if (dist < maxdist) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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@ -448,6 +451,7 @@ void main() {
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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// float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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#ifdef WhiteWorld
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@ -490,6 +494,7 @@ void main() {
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else Albedo.a = 0.0;
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// NORMAL ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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