mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
fx floodfill toggle not working correctly
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@@ -108,9 +108,9 @@ uniform int frameCounter;
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uniform int heldItemId;
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uniform int heldItemId2;
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#if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0
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// #if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0
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#include "/lib/hsv.glsl"
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#endif
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// #endif
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#if defined IS_LPV_ENABLED || defined PHOTONICS && defined PHOTONICS && !defined PH_ENABLE_HANDHELD_LIGHT
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#include "/lib/lpv_blocks.glsl"
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@@ -869,8 +869,8 @@ uniform float wetness;
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vec2 driprate = vec2(0.0,frameTimeCounter)*0.05;
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vec2 UV = mix(worldPos.xz, worldPos.xy*vec2(2.0, 0.5)+driprate, 0.0);
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UV = mix(UV, worldPos.zy*vec2(2.0, 0.5)+driprate, 0.0);
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vec2 UV = mix(worldPos.xz, worldPos.xy*vec2(2.0, 0.5)+driprate, abs(flatNormals.z));
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UV = mix(UV, worldPos.zy*vec2(2.0, 0.5)+driprate, abs(flatNormals.x));
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#ifdef SHADER_GRASS
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if(isShaderGrass) UV = worldPos.xz;
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@@ -36,6 +36,9 @@ in DATA {
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#endif
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vec3 block_normal;
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0
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float chunkFade;
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#endif
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} data_in;
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const float mincoord = 1.0/4096.0;
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@@ -439,6 +442,14 @@ void main() {
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Albedo.a = opaqueMasks;
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
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#ifdef TAA
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if(sqrt(data_in.chunkFade) < BN) discard;
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#else
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if(sqrt(data_in.chunkFade) < R2) discard;
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#endif
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#endif
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// SPECULAR ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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@@ -34,6 +34,9 @@ out DATA {
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#endif
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vec3 block_normal;
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0
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float chunkFade;
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#endif
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} data_out;
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#ifdef MC_NORMAL_MAP
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@@ -208,7 +211,7 @@ vec3 viewToWorld(vec3 viewPos) {
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1 && !defined HAND
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 1
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uniform float caveDetection;
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#endif
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@@ -224,6 +227,10 @@ void main() {
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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#if defined IRIS_FEATURE_FADE_VARIABLE && VANILLA_CHUNK_FADING > 0 && !defined HAND
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data_out.chunkFade = abs(mc_chunkFade);
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#endif
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/////// ----- COLOR STUFF ----- ///////
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data_out.color = gl_Color;
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data_out.block_normal = gl_Normal;
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@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
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prefix.SHADER_VERSION_LABEL = V
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value.SHADER_VERSION_LABEL.482 = 8.0.0
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value.SHADER_VERSION_LABEL.482 = 8.0.1
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iris_extension.keybind.key0.name=Flashlight
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@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - Bliss 编辑版
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prefix.SHADER_VERSION_LABEL = 版本
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value.SHADER_VERSION_LABEL.482 = 8.0.0
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value.SHADER_VERSION_LABEL.482 = 8.0.1
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# 如果你是来翻译的,这不是玩笑,这些选项的功能正如其名
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profile.POTATO=§4土豆 (极低配置)
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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)
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#define PHOTONICS_ACTIVE
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#ifndef PHOTONICS
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#undef PHOTONICS_ACTIVE
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#endif
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#if defined VOXEL_REFLECTIONS_TRANSLUCENT || defined VOXEL_REFLECTIONS_SOLID && defined PHOTONICS && defined PHOTONICS_ACTIVE
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#define LPV_ENABLED
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#if (defined VOXEL_REFLECTIONS_TRANSLUCENT || defined VOXEL_REFLECTIONS_SOLID) && defined PHOTONICS && defined PHOTONICS_ACTIVE
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#define IS_LPV_ENABLED
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#endif
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@@ -1194,10 +1196,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#endif
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#ifndef PHOTONICS
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#undef PHOTONICS_ACTIVE
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#endif
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// TODO: THIS IS HORRENDOUS
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#define ENABLE_PHOTONICS_GI
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#define ENABLE_PHOTONICS_BLOCKLIGHT
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@@ -1219,6 +1217,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#undef ENABLE_PHOTONICS_HANDHELD
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#endif
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#if (!defined ENABLE_PHOTONICS_BLOCKLIGHT || !defined ENABLE_PHOTONICS_HANDHELD) && defined PHOTONICS && defined PHOTONICS_ACTIVE
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#define IS_LPV_ENABLED
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#endif
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#ifdef IS_LPV_ENABLED
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@@ -1235,7 +1237,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#if !defined LPV_VL_FOG_ILLUMINATION && !defined VOXEL_REFLECTIONS_TRANSLUCENT && !defined VOXEL_REFLECTIONS_SOLID && (defined PH_ENABLE_BLOCKLIGHT || defined ENABLE_PHOTONICS_HANDHELD)
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#undef IS_LPV_ENABLED
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#undef LPV_ENABLED
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#endif
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#else
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#undef VOXEL_REFLECTIONS_TRANSLUCENT
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