fix lightmap for DH and voxy

This commit is contained in:
Merlin1809
2026-04-20 20:40:56 +02:00
parent 606a0cfdc1
commit 2548c4dc8a
11 changed files with 49 additions and 5 deletions
+13
View File
@@ -11,6 +11,12 @@ in DATA {
flat int dh_material_id;
};
#ifdef VISUALIZE_LIGHTMAP
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/text_rendering.glsl"
#endif
uniform float far;
uniform float nightVision;
// uniform int hideGUI;
@@ -221,6 +227,13 @@ void main() {
Albedo.rgb = vec3(0.5);
#endif
#ifdef VISUALIZE_LIGHTMAP
beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.7*viewHeight/8.0));
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printVec2(lightmapCoords);
endText(Albedo.rgb);
#endif
Albedo = clamp(Albedo, 0.0, 1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w, materials));
+2 -1
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@@ -94,7 +94,8 @@ void main() {
gl_Position.xy += offsets[framemod4_DH] * gl_Position.w*texelSize;
#endif
lightmapCoords = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
lightmapCoords = gl_MultiTexCoord1.xy;
lightmapCoords = lightmapCoords / (30.0 / 32.0) - (1.0 / 32.0);
gcolor = gl_Color;
+1
View File
@@ -96,6 +96,7 @@ void main() {
gcolor = gl_Color;
lightmapCoords = gl_MultiTexCoord1.xy;
lightmapCoords = lightmapCoords / (30.0 / 32.0) - (1.0 / 32.0);
#ifdef CUSTOM_MOON_ROTATION
vec3 WmoonVec = customMoonVecSSBO;
+13
View File
@@ -71,6 +71,12 @@ uniform int framemod8;
#include "/lib/res_params.glsl"
#ifdef VISUALIZE_LIGHTMAP
uniform float viewWidth;
uniform float viewHeight;
#include "/lib/text_rendering.glsl"
#endif
uniform float far;
@@ -1062,6 +1068,13 @@ void main() {
vec4 data1 = clamp(vec4(encodeNormal(normal), PackLightmaps), 0.0, 1.0);
#ifdef VISUALIZE_LIGHTMAP
beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.5*viewHeight/8.0));
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printVec2(data_in.lmtexcoord.zw);
endText(Albedo.rgb);
#endif
Albedo = clamp(Albedo, 0.0, 1.0);
OutAlbedo = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
+2
View File
@@ -100,6 +100,8 @@
}"},
"useViewportDims": true,
"uniforms": [
"viewWidth",
"viewHeight",
"nightVision",
"cloudTime",
"noPuddleAreas",
+12
View File
@@ -39,6 +39,10 @@ float encodeVec2(float x,float y){
}
#endif
#ifdef VISUALIZE_LIGHTMAP
#include "/lib/text_rendering.glsl"
#endif
void voxy_emitFragment(VoxyFragmentParameters parameters) {
@@ -136,9 +140,17 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
if (normal.z<=-0.9) normal.xy = vec2(-0.0000000000001);
vec2 lightmap = parameters.lightMap;
lightmap = lightmap / (30.0 / 32.0) - (1.0 / 32.0);
vec4 data1 = clamp(vec4(encodeNormal(normal), lightmap), 0.0, 1.0);
#ifdef VISUALIZE_LIGHTMAP
beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.7*viewHeight/8.0));
text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
printVec2(lightmap);
endText(Albedo.rgb);
#endif
Albedo = clamp(Albedo, 0.0, 1.0);
gbuffer_data_0 = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
+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 = 8.2.0
value.SHADER_VERSION_LABEL.482 = 8.2.1
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 = 8.2.0
value.SHADER_VERSION_LABEL.482 = 8.2.1
# 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)
+2
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@@ -1077,6 +1077,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#ifdef SHADER_END_PORTAL
#endif
// #define VISUALIZE_LIGHTMAP
///////////////////////////////////////////
// ----- DISTANT HORIZONS SETTINGS ----- //
///////////////////////////////////////////
+1 -1
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@@ -591,7 +591,7 @@ SHADER_VERSION_LABEL <profile> \
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 PIXELATED PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL HARDCODED_EMISSIVES_APPROX TRANSLUCENT_ENTITIES_DITHER_FALLBACK ENCHANT_GLINT_BRIGHTNESS LPV_VL_FOG_ILLUMINATION_HANDHELD WAVING_MULTIPART_GRASS SHADER_GRASS_UNSUPPORTED_FIX
screen.DEBUG_STUFF.columns = 2
screen.DEBUG_STUFF = [the_end_orb] DEBUG_VIEW display_LUT WhiteWorld SSS_view AMBIENT_LIGHT_ONLY LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX ISOLATE_RESOURCEPACK_SKY CAVE_DETECTION
screen.DEBUG_STUFF = [the_end_orb] DEBUG_VIEW display_LUT WhiteWorld SSS_view AMBIENT_LIGHT_ONLY LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX ISOLATE_RESOURCEPACK_SKY CAVE_DETECTION VISUALIZE_LIGHTMAP
screen.LEGACY_STUFF.columns = 2
screen.LEGACY_STUFF = ORIGINAL_CHOCAPIC_SKY OLD_BLOOM OLD_CAVE_DETECTION CLOUD_PHASE OLD_STARS
+1 -1
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@@ -31,7 +31,7 @@ void main() {
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
lmtexcoord.zw = lmcoord*lmcoord;