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https://github.com/Merlin1809/Eclipse-Shader.git
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Tiny tweaks to player waves
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@@ -6,6 +6,8 @@ It started out with smaller features, but then the additions just kept piling up
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Notable changes/additions compared to Bliss unstable:
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+ Custom moon orbit with possible eclipses
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+ Water wave simulation for the player
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+ Aurora & Rainbow
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+ Handheld shadows
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+ Additional cirrus & cumulonimbus cloud layers (WIP)
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+ Distant Horizons chunk fading
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+ Moon Texture with phases
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@@ -14,8 +16,7 @@ Notable changes/additions compared to Bliss unstable:
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+ Better shader-side (hardcoded) emissives
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+ Lightsource with shadows on the main end island
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+ Rain & thunder cloud coverage and daily weather
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+ Much better lightning strikes with clouds lighting up and shadows
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+ Aurora & Rainbow
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+ Better lightning strikes with clouds lighting up and shadows
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+ Caelum (Arda Craft) support
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+ Emissive Ores
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@@ -693,9 +693,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float NORMAL_SCALE = 0.01;
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#endif
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vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE + 0.5;
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if(length(waveUV) < 1.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
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vec4 waves = texture2D(waveSim2Sampler, waveUV);
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vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE;
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if(length(waveUV) < 0.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
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vec4 waves = texture2D(waveSim2Sampler, waveUV+0.5);
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#endif
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vec3 waveNormals = normalize(vec3(waves.z, waves.w, 1.0));
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bump = mix(bump, waveNormals, clamp(WATER_SIM_STRENGTH*sqrt(sqrt(abs(waves.x))), 0.0, 1.0));
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@@ -148,7 +148,7 @@ void main() {
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float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0;
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pressure += smoothstep(size, 0.8*size, dist) * upOrDown;
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pressure += smoothstep(size, 0.7*size, dist) * upOrDown;
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}
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if(abs(pressure) > 0.0) noSimOngoingCheck = false;
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@@ -135,7 +135,7 @@ void main() {
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float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0;
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pressure += smoothstep(size, 0.8*size, dist) * upOrDown;
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pressure += smoothstep(size, 0.7*size, dist) * upOrDown;
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}
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imageStore(waveSim2, imgCoord, vec4(pressure, pVel, (p_right - p_left) / 2.0, (p_up - p_down) / 2.0));
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@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
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prefix.SHADER_VERSION_LABEL = V
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value.SHADER_VERSION_LABEL.482 = 3.0.2
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value.SHADER_VERSION_LABEL.482 = 3.0.3
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# if you're here to translate, this is not a joke, these do what they say
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profile.POTATO=§4Potato
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