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Tweak Photonics GI
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@@ -1260,6 +1260,7 @@ void main() {
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// idk why this do
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// this seems to be compensating view bobbing, but why not do this when calculating feetPlayerPos? hmmm
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feetPlayerPos += gbufferModelViewInverse[3].xyz;
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float viewDist = length(feetPlayerPos);
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worldPos = feetPlayerPos + cameraPosition;
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////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// FILTER STUFF //////////////////////////////////
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@@ -1292,11 +1293,11 @@ void main() {
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//////////////////////////////// SHADOWMAP ////////////////////////////////
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// setup shadow projection
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float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+32.0),0.0)*5.0,1.0));
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float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - viewDist / (shadowDistance+32.0),0.0)*5.0,1.0));
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#if defined DISTANT_HORIZONS || defined VOXY
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, max(far-32.0,32.0)),0.0)*5.0,1.0));
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - viewDist / min(shadowDistance, max(far-32.0,32.0)),0.0)*5.0,1.0));
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#else
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - viewDist / shadowDistance,0.0)*5.0,1.0));
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#endif
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if(eyeInWater){
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@@ -1476,6 +1477,16 @@ void main() {
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Indirect_lighting += doIndirectLighting(AmbientLightColor * skylight, MinimumLightColor, lightmap.y);
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#ifdef PHOTONICS_ENABLED
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#if defined DISTANT_HORIZONS || defined VOXY
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float photonicsFalloff = smoothstep(min(far, 128.0), min(0.9*far, 118.0), viewDist);
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#else
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float photonicsFalloff = smoothstep(256.0, 230.0, viewDist);
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#endif
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vec3 gi_color = texture(colortex15, texcoord).xyz;
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Indirect_lighting = mix(Indirect_lighting, gi_color*2.5*PHOTONICS_INDIRECT_BRIGHTNESS, photonicsFalloff);
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#endif
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#endif
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#ifdef NETHER_SHADER
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@@ -1537,12 +1548,6 @@ void main() {
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///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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#ifdef PHOTONICS_ENABLED
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vec3 gi_color = texture(colortex15, texcoord).xyz;
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Indirect_lighting += gi_color*2.5*PHOTONICS_INDIRECT_BRIGHTNESS;
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#endif
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float SkySSS = SSAO_SSS.y;
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vec3 AO = vec3(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 = 6.3.1
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value.SHADER_VERSION_LABEL.482 = 6.3.2
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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 = 6.3.1
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value.SHADER_VERSION_LABEL.482 = 6.3.2
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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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@@ -183,13 +183,14 @@ vec3 doBlockLightLighting(
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photonicsLight += (ph_direct_soft.xyz / max(ph_direct_soft.w, 1.0f));
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photonicsLight += lightColor * 2.5 * min(max(lightmap-0.999,0.0)/(1.0-0.999),1.0);
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#if defined DISTANT_HORIZONS || defined VOXY
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float photonicsFalloff = smoothstep(min(1.0*far, 256.0), min(0.9*far, 230.0), length(playerPos));
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blockLight = mix(blockLight, photonicsLight, photonicsFalloff);
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#else
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blockLight = photonicsLight;
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#endif
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float photonicsFalloff = smoothstep(min(far, 256.0), min(0.9*far, 230.0), length(playerPos));
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#else
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float photonicsFalloff = smoothstep(256.0, 230.0, length(playerPos));
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#endif
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blockLight = mix(blockLight, photonicsLight, photonicsFalloff);
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}
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#endif
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