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synced 2026-10-11 01:38:20 +08:00
fix compile error
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@@ -1094,6 +1094,8 @@ void main() {
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
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vec3 feetPlayerPos_normalized = normalize(feetPlayerPos);
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vec3 worldPos = feetPlayerPos + cameraPosition;
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#ifdef POM
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#ifdef Horrible_slope_normals
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vec3 ApproximatedFlatNormal = normalize(cross(dFdx(feetPlayerPos), dFdy(feetPlayerPos))); // it uses depth that has POM written to it.
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@@ -1102,7 +1104,7 @@ void main() {
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#endif
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#if defined END_SHADER && defined END_ISLAND_LIGHT
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vec3 WsunVec = normalize(END_LIGHT_POS-(feetPlayerPos+cameraPosition));
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vec3 WsunVec = normalize(END_LIGHT_POS-worldPos);
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#endif
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////// --------------- COLORS --------------- //////
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@@ -1208,7 +1210,7 @@ void main() {
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estimatedDepth = 1.0;
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// viewerWaterDepth = max(0.9-lightmap.y,0.0)*3.0;
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float distanceFromWaterSurface = -(feetPlayerPos.y + (cameraPosition.y - waterEnteredAltitude));//max(-(feetPlayerPos.y + (cameraPosition.y - waterEnteredAltitude)),0.0) ;
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float distanceFromWaterSurface = -(worldPos.y - waterEnteredAltitude);//max(-(feetPlayerPos.y + (cameraPosition.y - waterEnteredAltitude)),0.0) ;
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percievedWaterDepth = distanceFromWaterSurface;
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@@ -1227,7 +1229,6 @@ void main() {
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if( nightVision > 0.0 ) Absorbtion += exp(-totEpsilon * 25.0) * nightVision;
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vec3 pos = feetPlayerPos + cameraPosition;
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// vec2 causticPos = pos.xz;
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// causticPos = mix(causticPos, pos.xz, max(FlatNormals.y,0));
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// causticPos = mix(causticPos, pos.xy, max(-FlatNormals.y,0));
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@@ -1237,7 +1238,7 @@ void main() {
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// causticPos = mix(causticPos, pos.xy, max(-FlatNormals.x,0));
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// apply caustics to the lighting, and make sure they dont look weird
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DirectLightColor *= pow(mix(1.0, waterCaustics(pos, WsunVec, percievedWaterDepth)*WATER_CAUSTICS_BRIGHTNESS, clamp(estimatedDepth,0,1)), WATER_CAUSTICS_POWER);
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DirectLightColor *= pow(mix(1.0, waterCaustics(worldPos, WsunVec, percievedWaterDepth)*WATER_CAUSTICS_BRIGHTNESS, clamp(estimatedDepth,0,1)), WATER_CAUSTICS_POWER);
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}
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@@ -1391,7 +1392,7 @@ void main() {
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#endif
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#ifndef END_SHADER
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float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
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float cloudShadows = GetCloudShadow(worldPos, WsunVec);
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shadowColor *= cloudShadows;
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SSSColor *= cloudShadow*cloudShadows;
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#endif
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@@ -1400,12 +1401,12 @@ void main() {
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#ifdef END_SHADER
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#ifdef END_LIGHTNING
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float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
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float vortexBounds = clamp(vortexBoundRange - length(worldPos), 0.0,1.0);
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#else
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float vortexBounds = 1.0;
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#endif
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vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
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vec3 lightPos = LightSourcePosition(worldPos, cameraPosition,vortexBounds);
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float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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vec3 lightColors = pow(lightmap.y,8) * LightSourceColors(vortexBounds, lightningflash);
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@@ -1413,7 +1414,7 @@ void main() {
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float end_NdotL = clamp(dot(slopednormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
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end_NdotL *= end_NdotL;
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float fogShadow = GetEndFogShadow(feetPlayerPos+cameraPosition, lightPos);
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float fogShadow = GetEndFogShadow(worldPos, lightPos);
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float endPhase = endFogPhase(lightPos);
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Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow;
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@@ -1594,7 +1595,7 @@ void main() {
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#endif
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#if defined OVERWORLD_SHADER && defined DEFERRED_SPECULAR && (PUDDLE_MODE > 0 || ShaderSnow > 0)
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if(!hand && !entities && (wetnessAmount > 0.01 || snowAmount > 0.01)) applyPuddles(feetPlayerPos + cameraPosition, FlatNormals, lightmap.y, isWater, eyeInWater, albedo, normal, SpecularTex.r, SpecularTex.g, isShaderGrass);
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if(!hand && !entities) applyPuddles(worldPos, FlatNormals, lightmap.y, isWater, eyeInWater, albedo, normal, SpecularTex.r, SpecularTex.g, isShaderGrass);
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#endif
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vec3 FINAL_COLOR = (Indirect_lighting + Direct_lighting) * albedo;
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@@ -50,9 +50,9 @@ float lightningFlash = mix(0.1, 2.5, randomSeed);
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#endif
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#if defined DISTANT_HORIZONS || defined VOXY
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const float distanceFogScale = -min((1.66/dhVoxyRenderDistance), 0.0006);
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float distanceFogScale = -min((1.66/dhVoxyRenderDistance), 0.0006);
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#else
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const float distanceFogScale = -min((1.66/far), 0.0006);
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float distanceFogScale = -min((1.66/far), 0.0006);
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#endif
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float rand(float co){
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