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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add new option for floodfill fog propagation only indoors/caves
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@@ -89,7 +89,7 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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#define IS_LPV_ENABLED
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
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flat varying float exposure;
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@@ -8,7 +8,7 @@ flat varying vec3 moonlightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol_Clouds;
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
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flat varying float exposure;
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#endif
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@@ -86,7 +86,7 @@ void main() {
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refractedSunVec = refract(lightCol.a*WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
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#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
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exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
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#endif
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@@ -143,6 +143,9 @@ screen.Direct_Light = Direct Light
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option.LPV_COLORED_CANDLES = Colored Candles
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option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
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option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
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value.LPV_VL_FOG_ILLUMINATION.0 = Off
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value.LPV_VL_FOG_ILLUMINATION.1 = Only Indoors
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value.LPV_VL_FOG_ILLUMINATION.2 = On
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
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suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
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option.VANILLA_LIGHTMAP_MASK = Vanilla Lightmap Mask
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@@ -720,7 +723,7 @@ screen.Ambient_light.comment = Configure settings related to the lighting in sha
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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option.LPV_NOSHADOW_HACK.comment = Fix for Iris 1.7.0 and lower! Allows floodfill to work in Nether & End, but disables entity & dropped item lights.
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option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it.
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option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it. Enabling it for outdoors may look weird with low fog samples.
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog.
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screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
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@@ -205,6 +205,7 @@
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#define BLOCK_ICE 319
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#define BLOCK_NETHER_PORTAL 320
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#define BLOCK_SLIME 321
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#define BLOCK_ENCHANTING_TABLE 322
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#define BLOCK_CARPET 401
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#define BLOCK_DOOR_N 402
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#define BLOCK_DOOR_E 403
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@@ -304,5 +305,4 @@
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#define BLOCK_WALL_TALL_W_E_LOW_N_S 496
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#define BLOCK_WALL_MAX 496
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#define BLOCK_END_PORTAL 500
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#define BLOCK_SIGN 501
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#define BLOCK_ENCHANTING_TABLE 322
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#define BLOCK_SIGN 501
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@@ -267,7 +267,7 @@ vec4 GetVolumetricFog(
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float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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@@ -328,7 +328,7 @@ vec4 GetVolumetricFog(
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#endif
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//------ LPV FOG EFFECT
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * TorchBrightness_autoAdjust * absorbance;
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#endif
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}
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@@ -64,7 +64,7 @@ vec4 GetVolumetricFog(
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vec3 hazeColor = normalize(gl_Fog.color.rgb + 1e-6) * 0.25;
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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@@ -120,7 +120,7 @@ vec4 GetVolumetricFog(
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#endif
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//------ LPV FOG EFFECT
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * TorchBrightness_autoAdjust * absorbance;
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#endif
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@@ -161,7 +161,7 @@ vec4 GetVolumetricFog(
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float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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#endif
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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@@ -304,8 +304,14 @@ vec4 GetVolumetricFog(
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//------------------------------------
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//------ LPV FOG EFFECT
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//------------------------------------
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * totalAbsorbance;
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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vec3 lpvIllumination = LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * totalAbsorbance;
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#if LPV_VL_FOG_ILLUMINATION == 1
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lpvIllumination *= 1.0 - inACave;
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#endif
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color += lpvIllumination;
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#endif
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}
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@@ -878,7 +878,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#define LPV_ENTITY_LIGHTS
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#define LPV_REDSTONE_LIGHTS
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//#define LPV_COLORED_CANDLES
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//#define LPV_VL_FOG_ILLUMINATION
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#define LPV_VL_FOG_ILLUMINATION 0 // [0 1 2]
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#define LPV_VL_FOG_ILLUMINATION_BRIGHTNESS 100 // [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]]
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// Fix for making nether/end work until next Iris release to fix shadow matrices
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