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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 07:57:55 +08:00
Fix invalid swizzling mistake.
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32be3c4847
commit
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@ -1,4 +1,3 @@
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#extension GL_EXT_gpu_shader4 : enable
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#extension GL_ARB_shader_texture_lod : enable
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#extension GL_ARB_shader_texture_lod : enable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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@ -464,11 +463,11 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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#if defined WORLD && defined MC_NORMAL_MAP
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#if defined WORLD && defined MC_NORMAL_MAP
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vec3 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xya;
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vec3 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM).xyw;
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float Heightmap = 1.0 - NormalTex.z;
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float Heightmap = 1.0 - NormalTex.z;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.xy = NormalTex.xy * 2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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NormalTex.z = sqrt(max(1.0 - dot(NormalTex.xy, NormalTex.xy), 0.0));
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#if defined HEIGTHMAP_DEPTH_OFFSET && !defined HAND
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#if defined HEIGTHMAP_DEPTH_OFFSET && !defined HAND
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gl_FragDepth = gl_FragCoord.z;
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gl_FragDepth = gl_FragCoord.z;
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@ -1,4 +1,4 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#include "/lib/bokeh.glsl"
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@ -1,6 +1,3 @@
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec2 TAA_Offset;
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flat varying vec2 TAA_Offset;
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@ -2,7 +2,7 @@
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#include "/lib/res_params.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/Shadow_Params.glsl"
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#include "/lib/Shadow_Params.glsl"
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// #extension GL_EXT_gpu_shader4 : enable
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol;
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@ -1,5 +1,3 @@
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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//Computes volumetric clouds at variable resolution (default 1/4 res)
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@ -1,5 +1,3 @@
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol;
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@ -1,6 +1,6 @@
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#version 120
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#version 120
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//#extension GL_ARB_shader_texture_lod : disable
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//#extension GL_ARB_shader_texture_lod : disable
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#extension GL_EXT_gpu_shader4 : enable
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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@ -22,7 +22,7 @@ void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy, 0).a;
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#endif
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#endif
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#ifdef RENDER_ENTITY_SHADOWS
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#ifdef RENDER_ENTITY_SHADOWS
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@ -1,5 +1,5 @@
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#version 120
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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/*
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/*
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