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https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
add albedo debug view
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@@ -300,6 +300,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0] = gcolor;
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// float UnchangedAlpha = gl_FragData[0].a;
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb),gl_FragData[0].a);
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#endif
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#ifdef WhiteWorld
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gl_FragData[0].rgb = vec3(1.0);
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gl_FragData[0].a = 1.0;
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@@ -441,17 +445,26 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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if(texture(depthtex0, gl_FragCoord.xy*texelSize).x < 1.0 || distancefade > 0.0){
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gl_FragData[0].a = 0.0;
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material = 0.0;
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#if DEBUG_VIEW == debug_ALBEDO
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unalteredAlbedo.a = 0.0;
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#endif
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}
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#else
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if(texture(depthtex0, gl_FragCoord.xy*texelSize).x < 1.0){
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gl_FragData[0].a = 0.0;
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material = 0.0;
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#if DEBUG_VIEW == debug_ALBEDO
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unalteredAlbedo.a = 0.0;
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#endif
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}
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#endif
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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gl_FragData[0] = unalteredAlbedo;
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#endif
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// #if DEBUG_VIEW == debug_MATERIAL_SSS
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// Albedo.rgb = vec3(0.1);
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// if(SSSAMOUNT > 0.0) Albedo.rgb = vec3(0.0,SSSAMOUNT,0.0);
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@@ -394,6 +394,9 @@ float luma(vec3 color) {
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Albedo.rgb = toLinear(Albedo.rgb);
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = Albedo;
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#endif
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// if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
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// if(Albedo.a < 0.01 ) { discard; return; }
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@@ -425,6 +428,10 @@ float luma(vec3 color) {
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vec3 Albedo = toLinear(TEXTURE.rgb);
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = vec4(Albedo,TEXTURE.a);
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#endif
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vec2 lightmap = clamp(lmtexcoord.zw,0.0,1.0);
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#if MC_VERSION < 12109
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@@ -554,7 +561,9 @@ float luma(vec3 color) {
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#if DEBUG_VIEW == debug_LIGHTMAPS
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gl_FragData[0].rgb = vec3(lmtexcoord.z,lmtexcoord.w,0.0)*0.1;
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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gl_FragData[0] = unalteredAlbedo;
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#endif
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gl_FragData[0].rgb *= 0.1;
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#endif
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#endif
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@@ -456,6 +456,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0] = texture(texture, lmtexcoord.xy, mipmapBias) * color;
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb),gl_FragData[0].a);
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#endif
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float UnchangedAlpha = gl_FragData[0].a;
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#ifdef WhiteWorld
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@@ -822,6 +826,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#if DEBUG_VIEW == debug_DH_WATER_BLENDING
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if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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gl_FragData[0] = unalteredAlbedo;
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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gl_FragData[0].rgb = worldSpaceNormal.xyz * 0.1;
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gl_FragData[0].a = 1;
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@@ -1481,6 +1481,9 @@ void main() {
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if(dot(feetPlayerPos_normalized, unsigned_WsunVec) > 0.999 ) gl_FragData[0].rgb = vec3(10,10,0);
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if(dot(feetPlayerPos_normalized, -WmoonVec) > 0.999 ) gl_FragData[0].rgb = vec3(1,1,10);
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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gl_FragData[0].rgb = albedo;
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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if(swappedDepth >= 1.0) Direct_lighting = vec3(1.0);
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gl_FragData[0].rgb = (hideGUI == 1 ? normal : -normal);// * vec3(0,1,0);
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@@ -228,6 +228,10 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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// colors
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vec4 Albedo = parameters.sampledColour * parameters.tinting;
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = Albedo;
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#endif
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if(isWater) {
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Albedo = vec4(0.0);
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FORWARD_RENDERED_COLOR.a = 0.0;
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@@ -319,4 +323,8 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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FORWARD_RENDERED_COLOR.rgb = normal.xyz * 0.1;
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FORWARD_RENDERED_COLOR.a = 1.0;
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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FORWARD_RENDERED_COLOR.rgba = unalteredAlbedo;
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#endif
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}
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+17
-16
@@ -805,22 +805,23 @@
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#define INTEL_HANDHELDLIGHT_CRASH_FIX
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#define debug_OFF 0
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#define debug_SHADOWMAP 1
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#define debug_NORMALS 2
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#define debug_SPECULAR 3
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#define debug_INDIRECT 4
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#define debug_DIRECT 5
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#define debug_VIEW_POSITION 6
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#define debug_DH_WATER_BLENDING 7
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#define debug_FILTERED_STUFF 8
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#define debug_DEPTHTEX0 9
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#define debug_DEPTHTEX1 10
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#define debug_MATERIAL_SSS 11
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#define debug_MATERIAL_EMISSION 12
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#define debug_LIGHTMAPS 13
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#define debug_FORWARD_RENDERING 14
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#define debug_FORWARD_COLOR_TINT 15
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#define debug_DEFERRED_RENDERING 16
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#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1 debug_MATERIAL_SSS debug_MATERIAL_EMISSION debug_LIGHTMAPS debug_FORWARD_RENDERING debug_FORWARD_COLOR_TINT debug_DEFERRED_RENDERING]
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#define debug_ALBEDO 2
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#define debug_NORMALS 3
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#define debug_SPECULAR 4
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#define debug_INDIRECT 5
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#define debug_DIRECT 6
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#define debug_VIEW_POSITION 7
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#define debug_DH_WATER_BLENDING 8
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#define debug_FILTERED_STUFF 9
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#define debug_DEPTHTEX0 10
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#define debug_DEPTHTEX1 11
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#define debug_MATERIAL_SSS 12
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#define debug_MATERIAL_EMISSION 13
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#define debug_LIGHTMAPS 14
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#define debug_FORWARD_RENDERING 15
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#define debug_FORWARD_COLOR_TINT 16
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#define debug_DEFERRED_RENDERING 17
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#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_ALBEDO debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1 debug_MATERIAL_SSS debug_MATERIAL_EMISSION debug_LIGHTMAPS debug_FORWARD_RENDERING debug_FORWARD_COLOR_TINT debug_DEFERRED_RENDERING]
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// #define THE_ORB
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#ifdef THE_ORB
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