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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Add simple fisheye effect
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@@ -526,7 +526,7 @@ void main() {
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#if REPLACE_SHORT_GRASS < 2 && !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD
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// darken the top of grass blocks a bit
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if(data_in.blockID == 85 && flatNormals.y > abs(0.9) && !ShaderGrass) Albedo.rgb *= smoothstep(-30.0, 25.0, length(playerpos));
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if(data_in.blockID == 85 && flatNormals.y > 0.9 && !ShaderGrass) Albedo.rgb *= smoothstep(-30.0, 25.0, length(playerpos));
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#endif
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#if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0
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@@ -494,7 +494,7 @@ vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, boo
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for (int i = 0; i < int(samples); i++) {
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if (newPos.x < 0.0 || newPos.y < 0.0 || newPos.x > 1.0 || newPos.y > 1.0) break;
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float sampleDepth;
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float sampleDepth = 0.0;
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#if defined DISTANT_HORIZONS || defined VOXY
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if(depthCheck) {
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@@ -1505,7 +1505,7 @@ void main() {
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vec3 newViewPos = viewPos + vec3(-0.25, 0.2, 0.0);
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float flashlightshadows = SSRT_FlashLight_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, -newViewPos, blueNoise(), FlatNormals, hand);
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#else
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float flashlightshadows = 1.0;
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const float flashlightshadows = 1.0;
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#endif
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Indirect_lighting += flashlightshadows*calculateFlashlight(texcoord, viewPos, albedoSmooth, slopednormal, flashLightSpecularData, hand);
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@@ -163,7 +163,20 @@ void main() {
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#elif defined PIXELATED
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vec3 COLOR = texelFetch(colortex7, ivec2(gl_FragCoord.xy)-ivec2(mod(gl_FragCoord.xy, PIXELIZATION_STRENGTH)),0).rgb;
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#else
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vec3 COLOR = texture2D(colortex7,texcoord).rgb;
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#ifdef FISHEYE_EFFECT
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vec2 _texcoord = texcoord - vec2(0.5);
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float dist = length(_texcoord);
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float dist2 = dist * (1.0 - FISHEYE_STRENGTH * dist * dist);
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_texcoord = _texcoord * dist2 / dist;
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_texcoord += vec2(0.5);
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vec3 COLOR = texture2D(colortex7, _texcoord).rgb;
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#else
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vec3 COLOR = texture2D(colortex7, texcoord).rgb;
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#endif
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#endif
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#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
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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 = 5.4.2
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value.SHADER_VERSION_LABEL.482 = 5.4.3
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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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@@ -925,6 +925,9 @@ option.EMISSIVE_ORES_STRENGTH = Emissive Ores Brightness
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option.PLANET_CURVATURE = Planet Curvature §c(VOXY NOT SUPPORTED!)
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option.CURVATURE_AMOUNT = Curvature Amount
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option.FISHEYE_EFFECT = Fisheye Effect
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option.FISHEYE_STRENGTH = Fisheye Strength
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screen.selection_box_outline = Selection Box Outline
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option.SELECT_BOX = Selection Box
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option.RAINBOW_SELECT_BOX = Rainbow Selection Box
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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 = 5.4.2
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value.SHADER_VERSION_LABEL.482 = 5.4.3
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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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@@ -790,6 +790,9 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#define MAX_COLORS_PER_CHANNEL 0 // [0 4 8 16 32 64 128 256 512]
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#define FISHEYE_STRENGTH 0.2 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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// #define FISHEYE_EFFECT
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///////////////////////////////////////////////////////
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// ----- GAMEPLAY POST EFFECT RELATED SETTINGS ----- //
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///////////////////////////////////////////////////////
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