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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
Clean specular.glsl and make it easier to use for myself across dimension. make grass brighter in ambient light.
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@ -227,6 +227,7 @@ void main() {
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blockID = mc_Entity.x;
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velocity = at_velocity;
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if(mc_Entity.x == 10009) normalMat.a = 0.60;
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PORTAL = 0;
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@ -274,7 +275,7 @@ void main() {
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#ifdef ENTITIES
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if(entityId == 12345){
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LIGHTNING = 1;
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normalMat.a = 0.5;
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normalMat.a = 0.50;
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}
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#endif
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@ -289,10 +290,11 @@ void main() {
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#ifdef WORLD
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/////// ----- SSS ON BLOCKS ----- ///////
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// strong
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if(mc_Entity.x == 10001 || mc_Entity.x == 10003 || mc_Entity.x == 10004) SSSAMOUNT = 1.0;
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if(mc_Entity.x == 10001 || mc_Entity.x == 10003 || mc_Entity.x == 10004 || mc_Entity.x == 10009) SSSAMOUNT = 1.0;
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// medium
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if(mc_Entity.x == 10006 || mc_Entity.x == 200) SSSAMOUNT = 0.75;
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@ -340,7 +342,7 @@ void main() {
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// #endif
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// #endif
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if ((mc_Entity.x == 10001 && istopv) && abs(position.z) < 64.0) {
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if ((mc_Entity.x == 10001 || mc_Entity.x == 10009 && istopv) && abs(position.z) < 64.0) {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
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worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition;
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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