Fix floodfill on carpets, fix border fog slider

This commit is contained in:
Merlin1809
2025-08-17 21:41:56 +02:00
parent ebe356938c
commit 35bdaa6f64
5 changed files with 8 additions and 6 deletions
+2 -1
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@@ -1,5 +1,6 @@
Credit to the creator of the entire shader that Bliss is an edit of:
Credit to the creators of the entire shader that Eclipse is an edit of:
Xonk / https://github.com/X0nk/Bliss-Shader
Chocapic13 / https://www.curseforge.com/minecraft/customization/chocapic13-shaders
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@@ -496,6 +496,7 @@ float getBorderFogDensity(float linearDistance, vec3 playerPos, bool sky){
borderFogDensity *= exp(-10.0 * pow(clamp(playerPos.y,0.0,1.0)*4.0,2.0));
borderFogDensity *= (1.0-caveDetection);
borderFogDensity *= BorderFogIntensity;
return borderFogDensity;
}
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 1.1.0
value.SHADER_VERSION_LABEL.482 = 1.1.1
# if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato
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@@ -41,7 +41,7 @@ vec3 doBlockLightLighting(
#ifdef VANILLA_LIGHTMAP_MASK
lpvSample.rgb *= lightmapCurve;
#endif
vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
// vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
// create a smooth falloff at the edges of the voxel volume.
float fadeLength = 10.0; // in meters