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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add emission to voxy terrain
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@@ -25,6 +25,16 @@ float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#if EMISSIVE_TYPE > 0
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#include "/lib/hsv.glsl"
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float getEmission(vec3 Albedo) {
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vec3 hsv = RgbToHsv(Albedo);
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float emissive = smoothstep(0.05, 0.15, hsv.y) * pow(hsv.z, 3.5);
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return emissive * 0.5;
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}
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#endif
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void voxy_emitFragment(VoxyFragmentParameters parameters) {
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@@ -36,37 +46,72 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
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float SSSAMOUNT = 0.0;
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/////// ----- SSS ON BLOCKS ----- ///////
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// strong
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if (
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blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SAPLING || blockID == BLOCK_AIR_WAVING
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) {
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SSSAMOUNT = 1.0;
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}
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#if SSS_TYPE
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/////// ----- SSS ON BLOCKS ----- ///////
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// strong
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if (
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blockID == BLOCK_SSS_STRONG || blockID == BLOCK_SAPLING || blockID == BLOCK_AIR_WAVING
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) {
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SSSAMOUNT = 1.0;
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}
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// medium
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if (
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blockID == BLOCK_GROUND_WAVING || blockID == BLOCK_GROUND_WAVING_VERTICAL
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|| blockID == BLOCK_GRASS_SHORT || blockID == BLOCK_GRASS_TALL_UPPER || blockID == BLOCK_GRASS_TALL_LOWER
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) {
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SSSAMOUNT = 0.5;
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}
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if (
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blockID == BLOCK_SSS_WEAK || blockID == BLOCK_SSS_WEAK_2 ||
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blockID == BLOCK_GLOW_LICHEN || blockID == BLOCK_SNOW_LAYERS || blockID == BLOCK_CARPET ||
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blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER ||
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blockID == BLOCK_BAMBOO || blockID == BLOCK_SAPLING || blockID == BLOCK_VINE
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) {
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SSSAMOUNT = 0.5;
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}
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// low
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#ifdef MISC_BLOCK_SSS
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if(
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blockID == BLOCK_SSS_WEIRD || blockID == BLOCK_GRASS
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){
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// medium
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if (
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blockID == BLOCK_GROUND_WAVING || blockID == BLOCK_GROUND_WAVING_VERTICAL
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|| blockID == BLOCK_GRASS_SHORT || blockID == BLOCK_GRASS_TALL_UPPER || blockID == BLOCK_GRASS_TALL_LOWER
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) {
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SSSAMOUNT = 0.5;
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}
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if (
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blockID == BLOCK_SSS_WEAK || blockID == BLOCK_SSS_WEAK_2 ||
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blockID == BLOCK_GLOW_LICHEN || blockID == BLOCK_SNOW_LAYERS || blockID == BLOCK_CARPET ||
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blockID == BLOCK_AMETHYST_BUD_MEDIUM || blockID == BLOCK_AMETHYST_BUD_LARGE || blockID == BLOCK_AMETHYST_CLUSTER ||
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blockID == BLOCK_BAMBOO || blockID == BLOCK_SAPLING || blockID == BLOCK_VINE
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) {
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SSSAMOUNT = 0.5;
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}
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// low
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#ifdef MISC_BLOCK_SSS
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if(
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blockID == BLOCK_SSS_WEIRD || blockID == BLOCK_GRASS
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){
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SSSAMOUNT = 0.5;
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}
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#endif
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#endif
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float EMISSIVE = 0.0;
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#if EMISSIVE_TYPE > 0
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/////// ----- EMISSIVE STUFF ----- ///////
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// if(vNameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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if(blockID >= 100 && blockID < 300) EMISSIVE = 0.5;
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if(blockID == 266 || blockID == 497) EMISSIVE = 0.2; // sculk stuff
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if(blockID == 195) EMISSIVE = 2.3; // glow lichen
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if(blockID == 185) EMISSIVE = 1.5; // crying obsidian
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if(blockID == 105) EMISSIVE = 2.0; // brewing stand
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if(blockID == 236) EMISSIVE = 1.0; // respawn anchor
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if(blockID == 101) EMISSIVE = 0.7; // large amethyst bud
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if(blockID == 103) EMISSIVE = 1.0; // amethyst cluster
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if(blockID == 244) EMISSIVE = 1.5; // soul fire
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#ifdef EMISSIVE_ORES
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if(blockID == 502) EMISSIVE = EMISSIVE_ORES_STRENGTH;
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#endif
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EMISSIVE *= getEmission(Albedo.rgb);
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#endif
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Albedo.a = 1.0;
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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 = 5.1.1
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value.SHADER_VERSION_LABEL.482 = 5.1.2
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# if you're here to translate, this is not a joke, these do what they say
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profile.POTATO=§4Potato
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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 = 5.1.1
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value.SHADER_VERSION_LABEL.482 = 5.1.2
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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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