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https://github.com/Merlin1809/Eclipse-Shader.git
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@@ -262,6 +262,11 @@ vec4 raymarchLPV(
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#endif
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#if defined FLASHLIGHT && defined FLASHLIGHT_FOG_ILLUMINATION
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#ifdef IEXT_ENABLED
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if (!IEXT_KEY_0) continue;
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#endif
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// vec3 shiftedViewPos = mat3(gbufferModelView)*(progressW-cameraPosition) + vec3(-0.25, 0.2, 0.0);
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// vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos;
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vec3 shiftedViewPos;
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@@ -464,7 +469,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
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vec3 Indirectlight = _ambient * WaterAbsorbance;
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED && defined LPV_VL_FOG_ILLUMINATION_HANDHELD_WATER
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED && defined LPV_VL_FOG_ILLUMINATION_HANDHELD_WATER && !defined FLASHLIGHT
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float lightRange = 0.0;
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vec3 handLightCol = GetHandLight(heldItemId, progressP, lightRange);
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@@ -694,7 +699,7 @@ vec4 waterVolumetrics_alt( vec3 rayStart, vec3 rayEnd, float estEndDepth, float
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}
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#endif
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED && defined LPV_VL_FOG_ILLUMINATION_HANDHELD_WATER
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED && defined LPV_VL_FOG_ILLUMINATION_HANDHELD_WATER && !defined FLASHLIGHT
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float lightRange = 0.0;
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vec3 handLightCol = GetHandLight(heldItemId, progressP, lightRange);
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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 = 8.0.3
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value.SHADER_VERSION_LABEL.482 = 8.0.4
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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 = 8.0.3
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value.SHADER_VERSION_LABEL.482 = 8.0.4
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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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