fx floodfill toggle not working correctly

This commit is contained in:
Merlin1809
2026-03-24 17:08:03 +01:00
parent ed01803a79
commit 16aae16745
7 changed files with 33 additions and 14 deletions
+2 -2
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@@ -108,9 +108,9 @@ uniform int frameCounter;
uniform int heldItemId;
uniform int heldItemId2;
#if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0
// #if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0
#include "/lib/hsv.glsl"
#endif
// #endif
#if defined IS_LPV_ENABLED || defined PHOTONICS && defined PHOTONICS && !defined PH_ENABLE_HANDHELD_LIGHT
#include "/lib/lpv_blocks.glsl"
+2 -2
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@@ -869,8 +869,8 @@ uniform float wetness;
vec2 driprate = vec2(0.0,frameTimeCounter)*0.05;
vec2 UV = mix(worldPos.xz, worldPos.xy*vec2(2.0, 0.5)+driprate, 0.0);
UV = mix(UV, worldPos.zy*vec2(2.0, 0.5)+driprate, 0.0);
vec2 UV = mix(worldPos.xz, worldPos.xy*vec2(2.0, 0.5)+driprate, abs(flatNormals.z));
UV = mix(UV, worldPos.zy*vec2(2.0, 0.5)+driprate, abs(flatNormals.x));
#ifdef SHADER_GRASS
if(isShaderGrass) UV = worldPos.xz;
+11
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@@ -36,6 +36,9 @@ in DATA {
#endif
vec3 block_normal;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0
float chunkFade;
#endif
} data_in;
const float mincoord = 1.0/4096.0;
@@ -439,6 +442,14 @@ void main() {
Albedo.a = opaqueMasks;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
#ifdef TAA
if(sqrt(data_in.chunkFade) < BN) discard;
#else
if(sqrt(data_in.chunkFade) < R2) discard;
#endif
#endif
//////////////////////////////// ////////////////////////////////
//////////////////////////////// SPECULAR ////////////////////////////////
//////////////////////////////// ////////////////////////////////
+8 -1
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@@ -34,6 +34,9 @@ out DATA {
#endif
vec3 block_normal;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0
float chunkFade;
#endif
} data_out;
#ifdef MC_NORMAL_MAP
@@ -208,7 +211,7 @@ vec3 viewToWorld(vec3 viewPos) {
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1
uniform float caveDetection;
#endif
@@ -224,6 +227,10 @@ void main() {
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
data_out.chunkFade = abs(mc_chunkFade);
#endif
/////// ----- COLOR STUFF ----- ///////
data_out.color = gl_Color;
data_out.block_normal = gl_Normal;
+1 -1
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 8.0.0
value.SHADER_VERSION_LABEL.482 = 8.0.1
iris_extension.keybind.key0.name=Flashlight
+1 -1
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - Bliss 编辑版
prefix.SHADER_VERSION_LABEL = 版本
value.SHADER_VERSION_LABEL.482 = 8.0.0
value.SHADER_VERSION_LABEL.482 = 8.0.1
# 如果你是来翻译的,这不是玩笑,这些选项的功能正如其名
profile.POTATO=§4土豆 (极低配置)
+8 -7
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@@ -1183,9 +1183,11 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define PHOTONICS_ACTIVE
#ifndef PHOTONICS
#undef PHOTONICS_ACTIVE
#endif
#if defined VOXEL_REFLECTIONS_TRANSLUCENT || defined VOXEL_REFLECTIONS_SOLID && defined PHOTONICS && defined PHOTONICS_ACTIVE
#define LPV_ENABLED
#if (defined VOXEL_REFLECTIONS_TRANSLUCENT || defined VOXEL_REFLECTIONS_SOLID) && defined PHOTONICS && defined PHOTONICS_ACTIVE
#define IS_LPV_ENABLED
#endif
@@ -1194,10 +1196,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#endif
#ifndef PHOTONICS
#undef PHOTONICS_ACTIVE
#endif
// TODO: THIS IS HORRENDOUS
#define ENABLE_PHOTONICS_GI
#define ENABLE_PHOTONICS_BLOCKLIGHT
@@ -1219,6 +1217,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#undef ENABLE_PHOTONICS_HANDHELD
#endif
#if (!defined ENABLE_PHOTONICS_BLOCKLIGHT || !defined ENABLE_PHOTONICS_HANDHELD) && defined PHOTONICS && defined PHOTONICS_ACTIVE
#define IS_LPV_ENABLED
#endif
#ifdef IS_LPV_ENABLED
@@ -1235,7 +1237,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#if !defined LPV_VL_FOG_ILLUMINATION && !defined VOXEL_REFLECTIONS_TRANSLUCENT && !defined VOXEL_REFLECTIONS_SOLID && (defined PH_ENABLE_BLOCKLIGHT || defined ENABLE_PHOTONICS_HANDHELD)
#undef IS_LPV_ENABLED
#undef LPV_ENABLED
#endif
#else
#undef VOXEL_REFLECTIONS_TRANSLUCENT