mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add option to disable hardcoded emissive calculation and make the whole damn block glow like in bliss
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@@ -776,17 +776,30 @@ void main() {
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gl_FragData[1].rg = SpecularTex.rg;
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#if EMISSIVE_TYPE == 2
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bool emissionCheck = SpecularTex.a <= 0.0;
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#endif
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#if defined HARDCODED_EMISSIVES_APPROX && (EMISSIVE_TYPE == 1 || EMISSIVE_TYPE == 2)
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#if EMISSIVE_TYPE == 2
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if(emissionCheck)
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#endif
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{
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EMISSIVE *= getEmission(Albedo.rgb);
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}
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#endif
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#if EMISSIVE_TYPE == 0
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gl_FragData[1].a = 0.0;
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#endif
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#if EMISSIVE_TYPE == 1
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gl_FragData[1].a = getEmission(Albedo.rgb) * EMISSIVE;
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gl_FragData[1].a = EMISSIVE;
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#endif
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#if EMISSIVE_TYPE == 2
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gl_FragData[1].a = SpecularTex.a;
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if(SpecularTex.a <= 0.0) gl_FragData[1].a = getEmission(Albedo.rgb) * EMISSIVE;
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if(emissionCheck) gl_FragData[1].a = EMISSIVE;
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#endif
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#if EMISSIVE_TYPE == 3
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@@ -111,7 +111,9 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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if(blockID == 502) EMISSIVE = EMISSIVE_ORES_STRENGTH;
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#endif
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EMISSIVE *= getEmission(Albedo.rgb);
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#ifdef HARDCODED_EMISSIVES_APPROX
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EMISSIVE *= getEmission(Albedo.rgb);
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#endif
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#endif
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Albedo.a = 1.0;
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@@ -752,6 +752,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#ifdef INCLUDE_UNLISTED_ENTITIES
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#endif
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#define HARDCODED_EMISSIVES_APPROX
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#ifdef HARDCODED_EMISSIVES_APPROX
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#endif
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// #define MOTION_BLUR
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#ifdef MOTION_BLUR
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@@ -517,7 +517,7 @@ SHADER_VERSION_LABEL <profile> \
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screen.Misc_Settings = [EXPERIMENTAL_STUFF] [DEBUG_STUFF] [LEGACY_STUFF] TRANSLUCENT_ENTITIES [selection_box_outline] [scene_controller] <empty> <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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screen.EXPERIMENTAL_STUFF.columns = 2
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screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES PIXELATED PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL
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screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES PIXELATED PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL HARDCODED_EMISSIVES_APPROX
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screen.DEBUG_STUFF.columns = 2
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screen.DEBUG_STUFF = [the_end_orb] DEBUG_VIEW display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX ISOLATE_RESOURCEPACK_SKY CAVE_DETECTION
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