mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
improve translucent particle lightmap with floodfill
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@@ -496,7 +496,7 @@ void main() {
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const vec3 lpvPos = vec3(0.0);
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#endif
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vec3 Indirect_lighting = doBlockLightLighting(vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos);
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vec3 Indirect_lighting = doBlockLightLighting(vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos, false);
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#ifdef FLASHLIGHT
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vec4 flashLightSpecularData = vec4(0.0);
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@@ -596,7 +596,7 @@ void main() {
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const vec3 lpvPos = vec3(0.0);
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#endif
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos);
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Indirect_lighting += doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos, true);
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#ifdef LINES
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);
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@@ -1074,7 +1074,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef MAIN_SHADOW_PASS
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Indirect_lighting += doBlockLightLighting(lightColor, lightmap.x, feetPlayerPos, lpvPos, viewPos, false, BN, worldSpaceNormal, false, false);
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#else
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Indirect_lighting += doBlockLightLighting(lightColor, lightmap.x, feetPlayerPos, lpvPos);
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Indirect_lighting += doBlockLightLighting(lightColor, lightmap.x, feetPlayerPos, lpvPos, false);
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#endif
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vec4 flashLightSpecularData = vec4(0.0);
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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 = 8.3.2
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value.SHADER_VERSION_LABEL.482 = 8.3.3
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iris_extension.keybind.key0.name=Flashlight
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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 = 8.3.2
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value.SHADER_VERSION_LABEL.482 = 8.3.3
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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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@@ -105,8 +105,10 @@ vec3 doBlockLightLighting(
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vec3 lightColor, float lightmap,
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vec3 playerPos, vec3 lpvPos
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#ifdef MAIN_SHADOW_PASS
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, vec3 viewPos, bool depthCheck, float noise, vec3 normals, bool hand, bool opaqueParticles
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, vec3 viewPos, bool depthCheck, float noise, vec3 normals, bool hand
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#endif
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, bool patricles
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){
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lightmap = clamp(lightmap,0.0,1.0);
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@@ -126,9 +128,7 @@ vec3 doBlockLightLighting(
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lpvSample.rgb *= lightmapCurve;
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#endif
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#ifdef MAIN_SHADOW_PASS
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if(opaqueParticles) lpvSample.rgb += lightmapCurve;
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#endif
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if(patricles) lpvSample.rgb += lightmapCurve;
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// vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
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// create a smooth falloff at the edges of the voxel volume.
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