Fix aether and twilight forest dimensions

This commit is contained in:
Merlin1809
2025-11-23 18:48:33 +01:00
parent ae42f40033
commit 802d7887b6
10 changed files with 94 additions and 10 deletions
@@ -0,0 +1,5 @@
#version 430
#define OVERWORLD_SHADER
#include "/dimensions/begin.csh"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.gsh"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.tcs"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.tes"
+21 -5
View File
@@ -1,6 +1,9 @@
#version 430 compatibility
#include "/lib/SSBOs.glsl"
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#if defined IS_LPV_ENABLED || WATER_INTERACTION == 2 || defined SHADER_GRASS
#extension GL_ARB_explicit_attrib_location: enable
#extension GL_ARB_shader_image_load_store: enable
#endif
@@ -28,6 +31,7 @@ uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform int hideGUI;
uniform vec3 cameraPosition;
uniform vec3 relativeEyePosition;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float screenBrightness;
@@ -43,6 +47,7 @@ uniform vec3 shadowLightVec;
uniform float shadowMaxProj;
attribute vec4 mc_midTexCoord;
varying vec4 color;
varying vec3 vertexPos;
attribute vec4 mc_Entity;
uniform int blockEntityId;
@@ -53,7 +58,7 @@ uniform int entityId;
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#ifdef IS_LPV_ENABLED
#if defined IS_LPV_ENABLED || WATER_INTERACTION == 2 || defined SHADER_GRASS
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
attribute vec4 at_midBlock;
#else
@@ -69,6 +74,8 @@ uniform int entityId;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
out float LIGHTNING;
vec2 calcWave(in vec3 pos) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
@@ -138,6 +145,8 @@ vec3 viewToWorld(vec3 viewPos) {
return pos.xyz;
}
varying vec3 playerpos;
// uniform int renderStage;
// uniform mat4 gbufferModelViewInverse;
@@ -199,10 +208,10 @@ void main() {
// #endif
// #if defined IS_LPV_ENABLED || defined WAVY_PLANTS || !defined PLANET_CURVATURE
vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
// #endif
#if defined IS_LPV_ENABLED && defined MC_GL_ARB_shader_image_load_store
#if defined IS_LPV_ENABLED && defined MC_GL_ARB_shader_image_load_store || WATER_INTERACTION == 2 || defined SHADER_GRASS
PopulateShadowVoxel(playerpos);
#endif
@@ -255,12 +264,19 @@ void main() {
}
#endif
LIGHTNING = 0.0;
if (entityId == ENTITY_LIGHTNING) LIGHTNING = 1.0;
#ifdef PLANET_CURVATURE
float curvature = length(worldpos) / (16*8);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
#ifdef CUSTOM_MOON_ROTATION
position = mat3(customShadowMatrixSSBO) * worldpos + customShadowMatrixSSBO[3].xyz;
#else
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
#endif
#ifdef DISTORT_SHADOWMAP
if (entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SLIME)
@@ -0,0 +1,5 @@
#version 430
#define OVERWORLD_SHADER
#include "/dimensions/begin.csh"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.gsh"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.tcs"
@@ -0,0 +1,7 @@
#version 430 compatibility
#define OVERWORLD_SHADER
#define WORLD
#include "/dimensions/all_solid.tes"
@@ -1,6 +1,9 @@
#version 430 compatibility
#include "/lib/SSBOs.glsl"
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#if defined IS_LPV_ENABLED || WATER_INTERACTION == 2 || defined SHADER_GRASS
#extension GL_ARB_explicit_attrib_location: enable
#extension GL_ARB_shader_image_load_store: enable
#endif
@@ -28,6 +31,7 @@ uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform int hideGUI;
uniform vec3 cameraPosition;
uniform vec3 relativeEyePosition;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float screenBrightness;
@@ -43,6 +47,7 @@ uniform vec3 shadowLightVec;
uniform float shadowMaxProj;
attribute vec4 mc_midTexCoord;
varying vec4 color;
varying vec3 vertexPos;
attribute vec4 mc_Entity;
uniform int blockEntityId;
@@ -53,7 +58,7 @@ uniform int entityId;
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#ifdef IS_LPV_ENABLED
#if defined IS_LPV_ENABLED || WATER_INTERACTION == 2 || defined SHADER_GRASS
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
attribute vec4 at_midBlock;
#else
@@ -69,6 +74,8 @@ uniform int entityId;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
out float LIGHTNING;
vec2 calcWave(in vec3 pos) {
float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013;
@@ -138,6 +145,8 @@ vec3 viewToWorld(vec3 viewPos) {
return pos.xyz;
}
varying vec3 playerpos;
// uniform int renderStage;
// uniform mat4 gbufferModelViewInverse;
@@ -199,10 +208,10 @@ void main() {
// #endif
// #if defined IS_LPV_ENABLED || defined WAVY_PLANTS || !defined PLANET_CURVATURE
vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
// #endif
#if defined IS_LPV_ENABLED && defined MC_GL_ARB_shader_image_load_store
#if defined IS_LPV_ENABLED && defined MC_GL_ARB_shader_image_load_store || WATER_INTERACTION == 2 || defined SHADER_GRASS
PopulateShadowVoxel(playerpos);
#endif
@@ -255,12 +264,19 @@ void main() {
}
#endif
LIGHTNING = 0.0;
if (entityId == ENTITY_LIGHTNING) LIGHTNING = 1.0;
#ifdef PLANET_CURVATURE
float curvature = length(worldpos) / (16*8);
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
#endif
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
#ifdef CUSTOM_MOON_ROTATION
position = mat3(customShadowMatrixSSBO) * worldpos + customShadowMatrixSSBO[3].xyz;
#else
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
#endif
#ifdef DISTORT_SHADOWMAP
if (entityId == ENTITY_SSS_MEDIUM || entityId == ENTITY_SLIME)