mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
fix lightmap for DH and voxy
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@@ -11,6 +11,12 @@ in DATA {
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flat int dh_material_id;
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};
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#ifdef VISUALIZE_LIGHTMAP
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uniform float viewWidth;
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uniform float viewHeight;
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#include "/lib/text_rendering.glsl"
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#endif
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uniform float far;
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uniform float nightVision;
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// uniform int hideGUI;
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@@ -221,6 +227,13 @@ void main() {
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Albedo.rgb = vec3(0.5);
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#endif
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#ifdef VISUALIZE_LIGHTMAP
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beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.7*viewHeight/8.0));
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text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
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printVec2(lightmapCoords);
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endText(Albedo.rgb);
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#endif
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Albedo = clamp(Albedo, 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w, materials));
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@@ -94,7 +94,8 @@ void main() {
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gl_Position.xy += offsets[framemod4_DH] * gl_Position.w*texelSize;
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#endif
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lightmapCoords = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
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lightmapCoords = gl_MultiTexCoord1.xy;
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lightmapCoords = lightmapCoords / (30.0 / 32.0) - (1.0 / 32.0);
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gcolor = gl_Color;
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@@ -96,6 +96,7 @@ void main() {
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gcolor = gl_Color;
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lightmapCoords = gl_MultiTexCoord1.xy;
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lightmapCoords = lightmapCoords / (30.0 / 32.0) - (1.0 / 32.0);
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#ifdef CUSTOM_MOON_ROTATION
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vec3 WmoonVec = customMoonVecSSBO;
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@@ -71,6 +71,12 @@ uniform int framemod8;
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#include "/lib/res_params.glsl"
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#ifdef VISUALIZE_LIGHTMAP
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uniform float viewWidth;
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uniform float viewHeight;
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#include "/lib/text_rendering.glsl"
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#endif
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uniform float far;
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@@ -1062,6 +1068,13 @@ void main() {
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vec4 data1 = clamp(vec4(encodeNormal(normal), PackLightmaps), 0.0, 1.0);
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#ifdef VISUALIZE_LIGHTMAP
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beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.5*viewHeight/8.0));
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text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
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printVec2(data_in.lmtexcoord.zw);
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endText(Albedo.rgb);
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#endif
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Albedo = clamp(Albedo, 0.0, 1.0);
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OutAlbedo = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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@@ -100,6 +100,8 @@
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}"},
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"useViewportDims": true,
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"uniforms": [
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"viewWidth",
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"viewHeight",
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"nightVision",
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"cloudTime",
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"noPuddleAreas",
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@@ -39,6 +39,10 @@ float encodeVec2(float x,float y){
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}
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#endif
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#ifdef VISUALIZE_LIGHTMAP
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#include "/lib/text_rendering.glsl"
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#endif
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void voxy_emitFragment(VoxyFragmentParameters parameters) {
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@@ -136,9 +140,17 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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if (normal.z<=-0.9) normal.xy = vec2(-0.0000000000001);
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vec2 lightmap = parameters.lightMap;
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lightmap = lightmap / (30.0 / 32.0) - (1.0 / 32.0);
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vec4 data1 = clamp(vec4(encodeNormal(normal), lightmap), 0.0, 1.0);
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#ifdef VISUALIZE_LIGHTMAP
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beginText(ivec2(gl_FragCoord.xy/vec2(8.0, 8.0)), ivec2(0.45*viewWidth/8.0, 0.7*viewHeight/8.0));
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text.fgCol = vec4(1.0, 0.0, 0.0, 1.0);
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printVec2(lightmap);
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endText(Albedo.rgb);
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#endif
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Albedo = clamp(Albedo, 0.0, 1.0);
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gbuffer_data_0 = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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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 = 8.2.0
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value.SHADER_VERSION_LABEL.482 = 8.2.1
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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 = 8.2.0
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value.SHADER_VERSION_LABEL.482 = 8.2.1
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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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@@ -1077,6 +1077,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#ifdef SHADER_END_PORTAL
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#endif
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// #define VISUALIZE_LIGHTMAP
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///////////////////////////////////////////
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// ----- DISTANT HORIZONS SETTINGS ----- //
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///////////////////////////////////////////
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@@ -591,7 +591,7 @@ SHADER_VERSION_LABEL <profile> \
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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
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screen.DEBUG_STUFF.columns = 2
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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
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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
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screen.LEGACY_STUFF.columns = 2
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screen.LEGACY_STUFF = ORIGINAL_CHOCAPIC_SKY OLD_BLOOM OLD_CAVE_DETECTION CLOUD_PHASE OLD_STARS
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@@ -31,7 +31,7 @@ void main() {
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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lmtexcoord.zw = lmcoord*lmcoord;
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