mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add a slider for handheld light reflection strength, fix boat having water in it in some older mc versions
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@@ -634,12 +634,15 @@ void main() {
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#endif
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#if (defined BLOCKENTITIES || defined ENTITIES || defined HAND) && !defined TRANSLUCENT_ENTITIES && defined TRANSLUCENT_ENTITIES_DITHER_FALLBACK
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float entityAlbedo = clamp((Albedo.a*Color.a - 0.1) * 10.0 / 9.0, 0.0, 1.0);
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#ifdef TAA
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if(entityAlbedo < BN) discard;
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#else
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if(entityAlbedo < R2) discard;
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#endif
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if(data_in.blockID != 1612) {
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float entityAlbedo = clamp((Albedo.a*Color.a - 0.1) * 10.0 / 9.0, 0.0, 1.0);
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#ifdef TAA
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if(entityAlbedo < BN) discard;
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#else
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if(entityAlbedo < R2) discard;
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#endif
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}
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#endif
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float torchlightmap = lmcoord.x;
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@@ -676,7 +679,7 @@ void main() {
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float endPortalEmission = 0.0;
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if(PORTAL) {
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#if MC_VERSION < 260100 && defined SHADER_END_PORTAL
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#if MC_VERSION < 260100 && defined SHADER_END_PORTAL
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const float steps = 20.0;
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vec3 color = vec3(0.0);
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@@ -548,7 +548,7 @@ void main() {
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FINAL_COLOR += flashLightReflection;
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#endif
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#if defined Hand_Held_lights && defined IS_LPV_ENABLED
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#if defined Hand_Held_lights && defined IS_LPV_ENABLED && HANDHELD_LIGHT_REFLECTIONS > 0
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if(!hand && firstPersonCamera && !isShaderGrass) {
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if (heldItemId > 0){
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vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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@@ -558,8 +558,8 @@ void main() {
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vec3 handLightCol = GetHandLight(heldItemId, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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@@ -571,8 +571,8 @@ void main() {
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vec3 handLightCol = GetHandLight(heldItemId2, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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@@ -585,8 +585,8 @@ void main() {
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vec3 handLightCol = GetHandLight(IEXT_beltborne_lanterns_Id, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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FINAL_COLOR += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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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 = 8.2.1
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value.SHADER_VERSION_LABEL.482 = 8.2.2
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iris_extension.keybind.key0.name=Flashlight
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@@ -258,6 +258,8 @@ screen.Direct_Light = Direct Light
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option.LPV_HANDHELD_SHADOWS_QUALITY = Handheld Shadows Quality
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value.LPV_HANDHELD_SHADOWS_QUALITY.0 = Low
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value.LPV_HANDHELD_SHADOWS_QUALITY.1 = High
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option.HANDHELD_LIGHT_REFLECTIONS = Handheld Lights in Reflections
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suffix.HANDHELD_LIGHT_REFLECTIONS=%
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screen.Ambient_light = Ambient Light
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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 = 8.2.1
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value.SHADER_VERSION_LABEL.482 = 8.2.2
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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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@@ -1159,6 +1159,10 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#ifdef LPV_HANDHELD_SHADOWS
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#endif
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#define HANDHELD_LIGHT_REFLECTIONS 100 // [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 150 175 200]
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#ifdef HANDHELD_LIGHT_REFLECTIONS
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#endif
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//////////////////////////////////
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// ----- VOXY SETTINGS ----- //
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@@ -2456,7 +2456,7 @@ vec3 specularReflections(
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specularReflections += flashLightReflection;
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#endif
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#if defined Hand_Held_lights && defined IS_LPV_ENABLED
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#if defined Hand_Held_lights && defined IS_LPV_ENABLED && HANDHELD_LIGHT_REFLECTIONS > 0
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if(!isHand && firstPersonCamera
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#ifdef DEFERRED_SPECULAR
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&& !isShaderGrass
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@@ -2470,8 +2470,8 @@ vec3 specularReflections(
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vec3 handLightCol = GetHandLight(heldItemId, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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@@ -2483,8 +2483,8 @@ vec3 specularReflections(
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vec3 handLightCol = GetHandLight(heldItemId2, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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@@ -2497,8 +2497,8 @@ vec3 specularReflections(
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vec3 handLightCol = GetHandLight(IEXT_beltborne_lanterns_Id, shiftedPlayerPos, lightRange);
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if(lightRange > 0.0) {
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vec3 handheldReflection1 = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection1;
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vec3 handheldReflection = handLightCol * GGX(normal, -shiftedPlayerPos, -shiftedPlayerPos, roughness, reflectance, metalAlbedoTint);
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specularReflections += handheldReflection*HANDHELD_LIGHT_REFLECTIONS*0.005;
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}
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}
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#endif
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