diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 7df8ef6..9165235 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -542,7 +542,7 @@ void main() { FINAL_COLOR += flashLightReflection; #endif - #if defined Hand_Held_lights && (defined IS_LPV_ENABLED || defined PHOTONICS) + #if defined Hand_Held_lights && defined IS_LPV_ENABLED if(!hand && firstPersonCamera) { if (heldItemId > 0){ vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0); diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 72c64bc..4da843d 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -2455,48 +2455,50 @@ vec3 specularReflections( specularReflections += flashLightReflection; #endif - if(!isHand && firstPersonCamera) { - if (heldItemId > 0){ - vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0); - vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); + #if defined Hand_Held_lights && defined IS_LPV_ENABLED + if(!isHand && firstPersonCamera) { + if (heldItemId > 0){ + vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0); + vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); - float lightRange = 0.0; - vec3 handLightCol = GetHandLight(heldItemId, shiftedPlayerPos, lightRange); + float lightRange = 0.0; + vec3 handLightCol = GetHandLight(heldItemId, shiftedPlayerPos, lightRange); - if(lightRange > 0.0) { - vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); - specularReflections += handheldReflection1; - } - } + if(lightRange > 0.0) { + vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); + specularReflections += handheldReflection1; + } + } - if (heldItemId2 > 0){ - vec3 shiftedViewPos = viewPos + vec3(0.25, 0.2, 0.0); - vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); + if (heldItemId2 > 0){ + vec3 shiftedViewPos = viewPos + vec3(0.25, 0.2, 0.0); + vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); - float lightRange = 0.0; - vec3 handLightCol = GetHandLight(heldItemId2, shiftedPlayerPos, lightRange); + float lightRange = 0.0; + vec3 handLightCol = GetHandLight(heldItemId2, shiftedPlayerPos, lightRange); - if(lightRange > 0.0) { - vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); - specularReflections += handheldReflection1; - } - } + if(lightRange > 0.0) { + vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); + specularReflections += handheldReflection1; + } + } - #ifdef BELTBORNE_LANTERNS - if (IEXT_beltborne_lanterns_Id > 0){ - vec3 shiftedViewPos = viewPos + vec3(0.15, 0.2, 0.0); - vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); + #ifdef BELTBORNE_LANTERNS + if (IEXT_beltborne_lanterns_Id > 0){ + vec3 shiftedViewPos = viewPos + vec3(0.15, 0.2, 0.0); + vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition); - float lightRange = 0.0; - vec3 handLightCol = GetHandLight(IEXT_beltborne_lanterns_Id, shiftedPlayerPos, lightRange); + float lightRange = 0.0; + vec3 handLightCol = GetHandLight(IEXT_beltborne_lanterns_Id, shiftedPlayerPos, lightRange); - if(lightRange > 0.0) { - vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); - specularReflections += handheldReflection1; - } - } - #endif - } + if(lightRange > 0.0) { + vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint); + specularReflections += handheldReflection1; + } + } + #endif + } + #endif #endif return specularReflections;