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Add emissive ore override for labPBR emission
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@@ -806,8 +806,14 @@ void main() {
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if(data_in.blockID == 244) EMISSIVE = 1.5; // soul fire
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#ifdef EMISSIVE_ORES
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if(data_in.blockID == 502) EMISSIVE = EMISSIVE_ORES_STRENGTH;
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#if EMISSIVE_ORES > 0
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if(data_in.blockID == 502) {
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EMISSIVE = EMISSIVE_ORES_STRENGTH;
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#ifndef HARDCODED_EMISSIVES_APPROX
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EMISSIVE *= getEmission(Albedo.rgb);
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#endif
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}
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#endif
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#endif
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@@ -828,6 +834,14 @@ void main() {
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
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gl_FragData[1].rg = SpecularTex.rg;
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#if EMISSIVE_ORES > 1
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if(data_in.blockID == 502) {
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SpecularTex.a = EMISSIVE_ORES_STRENGTH;
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SpecularTex.a *= getEmission(Albedo.rgb);
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}
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#endif
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#if EMISSIVE_TYPE == 2
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bool emissionCheck = SpecularTex.a <= 0.0;
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#endif
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@@ -107,7 +107,7 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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if(blockID == 244) EMISSIVE = 1.5; // soul fire
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#ifdef EMISSIVE_ORES
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#if EMISSIVE_ORES > 0
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if(blockID == 502) EMISSIVE = EMISSIVE_ORES_STRENGTH;
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#endif
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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 = 5.4.3
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value.SHADER_VERSION_LABEL.482 = 5.4.4
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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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@@ -922,6 +922,9 @@ option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
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option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
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option.EMISSIVE_ORES = Emissive Ores
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value.EMISSIVE_ORES.0 = Off
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value.EMISSIVE_ORES.1 = On (Don't override labPBR emission)
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value.EMISSIVE_ORES.2 = On (Override labPBR emission)
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option.EMISSIVE_ORES_STRENGTH = Emissive Ores Brightness
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option.PLANET_CURVATURE = Planet Curvature §c(VOXY NOT SUPPORTED!)
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option.CURVATURE_AMOUNT = Curvature Amount
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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 = 5.4.3
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value.SHADER_VERSION_LABEL.482 = 5.4.4
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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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@@ -757,7 +757,7 @@ const vec3 HIGHLIGHTS_TARGET = length(vec3(HIGHLIGHTS_GRADE_R, HIGHLIGHTS_GRADE_
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#define AEROCHROME_PINKNESS 0.3 // How pink it is from red [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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// #define CAMERA_GRIDLINES
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// #define EMISSIVE_ORES
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#define EMISSIVE_ORES 0 // [0 1 2]
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#define EMISSIVE_ORES_STRENGTH 0.9 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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// #define INCLUDE_UNLISTED_ENTITIES
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@@ -1174,8 +1174,6 @@ 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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#ifdef USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS
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#endif
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#ifdef EMISSIVE_ORES
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#endif
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#ifdef CUMULONIMBUS_LIGHTNING
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#endif
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@@ -287,7 +287,7 @@ SHADER_VERSION_LABEL <profile> \
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screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness SCREENSPACE_DIRECT_SSS_BLENDING
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screen.Emissives.columns = 1
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screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
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screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve <empty> EMISSIVE_ORES EMISSIVE_ORES_STRENGTH
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screen.POM.columns=1
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screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals POM_OFFSET_SHADOW_BIAS DEPTH_WRITE_POM
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