#if !defined IPBR_COMPAT_MODE && defined GBUFFERS_TERRAIN && !defined GBUFFERS_COLORWHEEL // Tweak to prevent the animation of lava causing brightness pulsing vec3 avgColor = vec3(0.0); ivec2 itexCoordC = ivec2(midCoord * atlasSize + 0.0001); for (int x = -8; x < 8; x += 2) { for (int y = -8; y < 8; y += 2) { avgColor += texelFetch(tex, itexCoordC + ivec2(x, y), 0).rgb; } } color.rgb /= max(GetLuminance(avgColor) * 0.0390625, 0.001); #else color.rgb *= 0.86; #endif noDirectionalShading = true; lmCoordM = vec2(0.0); emission = GetLuminance(color.rgb) * 7.48 + 0.5; vec3 worldPos = playerPos + cameraPosition; vec2 lavaPos = (floor(worldPos.xz * 16.0) + worldPos.y * 32.0) * 0.000666; vec2 wind = vec2(frameTimeCounter * 0.012, 0.0); #ifdef NETHER float noiseSample = texture2DLod(noisetex, lavaPos + wind, 0.0).g; noiseSample = noiseSample - 0.5; noiseSample *= 0.1; color.rgb = pow(color.rgb, vec3(1.0 + noiseSample)); #endif vec3 previousLavaColor = color.rgb; #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL color.rgb = changeColorFunction(color.rgb, 3.0, colorSoul, inSoulValley); color.rgb = mix(color.rgb, (color.rgb - 0.5) * 1.35 + 0.5, inSoulValley); // increase contrast #endif #ifdef PURPLE_END_FIRE_INTERNAL color.rgb = changeColorFunction(color.rgb, 2.5, colorEndBreath * 1.4, 1.0); color.rgb = (color.rgb - 0.5) * 1.3 + 0.5; #endif vec3 lavaNoiseColor = color.rgb; #if LAVA_VARIATION > 0 if (BLOCK_LAVA_DEFINE) { // Lava #include "/lib/materials/specificMaterials/terrain/lavaNoise.glsl" color.rgb = lavaNoiseColor; } #else maRecolor = vec3(clamp(pow2(pow2(pow2(smoothstep1(emission * 0.28)))), 0.12, 0.4) * 1.3) * vec3(0.25, vec2(0.175)); if (LAVA_TEMPERATURE != 0.0) maRecolor += LAVA_TEMPERATURE * 0.5 - 0.2; lavaNoiseColor *= 1.3; #endif vec3 maxLavaColor = max(previousLavaColor, lavaNoiseColor); vec3 minLavaColor = min(previousLavaColor, lavaNoiseColor); #if RAIN_PUDDLES >= 1 noPuddles = 1.0; #endif #include "/lib/materials/specificMaterials/terrain/lavaEdge.glsl" emission *= LAVA_EMISSION;