mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Fix some small things
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@@ -690,7 +690,7 @@ void main() {
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vec4 specularData = vec4(0.0);
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#endif
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vec4 otherData = clamp(vec4(normal*0.5+0.5, 1.0),0.0,1.0);
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vec4 otherData = clamp(vec4(normal*0.5+0.5, 0.0),0.0,1.0);
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OutSpecular = vec4(
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encodeVec2(specularData.x, otherData.x),
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@@ -248,14 +248,14 @@ void main() {
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#if GRASS_QUALITY == 2
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int triangle_count = 7;
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float heightMult = 1.1;
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if(vertexDist > 2.5) {triangle_count = 5; heightMult = 1.5;}
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if(vertexDist > 5.5) {triangle_count = 3; heightMult = 2.25;}
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if(vertexDist > 15.0) {triangle_count = 1; heightMult = 5.0;}
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else if(vertexDist > 5.5) {triangle_count = 3; heightMult = 2.25;}
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else if(vertexDist > 2.5) {triangle_count = 5; heightMult = 1.5;}
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#elif GRASS_QUALITY == 1
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int triangle_count = 5;
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float heightMult = 1.5;
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if(vertexDist > 7.5) {triangle_count = 3; heightMult = 2.25;}
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if(vertexDist > 15.0) {triangle_count = 1; heightMult = 5.0;}
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else if(vertexDist > 7.5) {triangle_count = 3; heightMult = 2.25;}
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#else
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int triangle_count = 3;
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float heightMult = 2.25;
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@@ -263,15 +263,15 @@ void main() {
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#endif
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float eastHeightMult = pow(clamp(abs(data_in[0].grassSideCheck.x) * abs(vertex.x-(data_in[0].centerPosition.x-0.5)), 0.0, 1.0), 2.0);
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float westHeightMult = pow(clamp(abs(data_in[0].grassSideCheck.y) * abs(vertex.x-(data_in[0].centerPosition.x+0.5)), 0.0, 1.0), 2.0);
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float southHeightMult = pow(clamp(abs(data_in[0].grassSideCheck.z) * abs(vertex.z-(data_in[0].centerPosition.z-0.5)), 0.0, 1.0), 2.0);
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float northHeightMult = pow(clamp(abs(data_in[0].grassSideCheck.w) * abs(vertex.z-(data_in[0].centerPosition.z+0.5)), 0.0, 1.0), 2.0);
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float eastHeightMult = clamp(abs(data_in[0].grassSideCheck.x) * abs(vertex.x-(data_in[0].centerPosition.x-0.5)), 0.0, 1.0);
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float westHeightMult = clamp(abs(data_in[0].grassSideCheck.y) * abs(vertex.x-(data_in[0].centerPosition.x+0.5)), 0.0, 1.0);
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float southHeightMult = clamp(abs(data_in[0].grassSideCheck.z) * abs(vertex.z-(data_in[0].centerPosition.z-0.5)), 0.0, 1.0);
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float northHeightMult = clamp(abs(data_in[0].grassSideCheck.w) * abs(vertex.z-(data_in[0].centerPosition.z+0.5)), 0.0, 1.0);
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eastHeightMult *= normalize(data_in[0].grassSideCheck.x);
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westHeightMult *= normalize(data_in[0].grassSideCheck.y);
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southHeightMult *= normalize(data_in[0].grassSideCheck.z);
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northHeightMult *= normalize(data_in[0].grassSideCheck.w);
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eastHeightMult *= eastHeightMult*normalize(data_in[0].grassSideCheck.x);
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westHeightMult *= westHeightMult*normalize(data_in[0].grassSideCheck.y);
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southHeightMult *= southHeightMult*normalize(data_in[0].grassSideCheck.z);
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northHeightMult *= northHeightMult*normalize(data_in[0].grassSideCheck.w);
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float totalHeightMult = 0.5*clamp(eastHeightMult + westHeightMult + southHeightMult + northHeightMult, -1.0*BASE_GRASS_HEIGHT*BASE_GRASS_HEIGHT, 1.0*SHORT_GRASS_HEIGHT) + 1.0*BASE_GRASS_HEIGHT;
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heightMult *= totalHeightMult;
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@@ -5,7 +5,6 @@
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#ifdef OVERWORLD_SHADER
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in DATA {
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flat vec3 WsunVec;
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flat vec3 WmoonVec;
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};
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#endif
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@@ -10,7 +10,6 @@
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#ifdef OVERWORLD_SHADER
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out DATA {
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flat vec3 WsunVec;
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flat vec3 WmoonVec;
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};
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#endif
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@@ -41,18 +40,16 @@ void main() {
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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#if AURORA_LOCATION > 0
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#ifdef CUSTOM_MOON_ROTATION
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WmoonVec = customMoonVecSSBO;
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vec3 WmoonVec = customMoonVecSSBO;
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#else
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#ifdef SMOOTH_MOON_ROTATION
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WmoonVec = WmoonVecSmooth;
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vec3 WmoonVec = WmoonVecSmooth;
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#else
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WmoonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
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vec3 WmoonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
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#endif
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if(dot(-WmoonVec, WsunVec) < 0.9999) WmoonVec = -WmoonVec;
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#endif
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#endif
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WsunVec = mix(WmoonVec, WsunVec, clamp(float(sunElevation > 1e-5)*2.0 - 1.0,0,1));
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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 = 8.2.2
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value.SHADER_VERSION_LABEL.482 = 8.2.3
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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 = 8.2.2
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value.SHADER_VERSION_LABEL.482 = 8.2.3
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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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