From 16aae1674504378d1a49a0fe7b49f1346f1ccc17 Mon Sep 17 00:00:00 2001 From: Merlin1809 <88194861+Merlin1809@users.noreply.github.com> Date: Tue, 24 Mar 2026 17:08:03 +0100 Subject: [PATCH] fx floodfill toggle not working correctly --- shaders/dimensions/all_particles.fsh | 4 ++-- shaders/dimensions/composite1.fsh | 4 ++-- shaders/dimensions/voxels.fsh | 11 +++++++++++ shaders/dimensions/voxels.vsh | 9 ++++++++- shaders/lang/en_us.lang | 2 +- shaders/lang/zh_cn.lang | 2 +- shaders/lib/settings.glsl | 15 ++++++++------- 7 files changed, 33 insertions(+), 14 deletions(-) diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 04071d9..2a9e719 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -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" diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index f521e20..bf476ed 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -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; diff --git a/shaders/dimensions/voxels.fsh b/shaders/dimensions/voxels.fsh index a0518c7..744b886 100644 --- a/shaders/dimensions/voxels.fsh +++ b/shaders/dimensions/voxels.fsh @@ -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 //////////////////////////////// //////////////////////////////// //////////////////////////////// diff --git a/shaders/dimensions/voxels.vsh b/shaders/dimensions/voxels.vsh index 9cb3cd6..d0226d3 100644 --- a/shaders/dimensions/voxels.vsh +++ b/shaders/dimensions/voxels.vsh @@ -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; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 041e48c..6ef66ac 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -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 diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang index 4438e4d..dcf6d2a 100644 --- a/shaders/lang/zh_cn.lang +++ b/shaders/lang/zh_cn.lang @@ -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) diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 69044ab..8f30ef1 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -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