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Reimagined/shaderpacks/Reimagined - High/shaders/lib/materials/specificMaterials/terrain/froglights.glsl
T
2026-05-07 21:38:27 +03:00

24 lines
770 B
GLSL

noSmoothLighting = true; noDirectionalShading = true;
lmCoordM = vec2(1.0, 0.0);
#ifndef IPBR_COMPAT_MODE
#ifndef DURING_WORLDSPACE_REF
float blockRes = absMidCoordPos.x * atlasSize.x;
vec2 signMidCoordPosM = abs((floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0);
#else
vec2 signMidCoordPosM = signMidCoordPos;
#endif
float value = 1.0 - max(signMidCoordPosM.x, signMidCoordPosM.y);
#else
float value = 0.3;
#endif
color.rgb = pow(color.rgb, vec3(FROGLIGHT_SATURATION));
emission = 0.3 + value + pow(dot(color.rgb, color.rgb) * 0.33, frogPow);
emission *= 1.7;
#ifdef DISTANT_LIGHT_BOKEH
DoDistantLightBokehMaterial(emission, 2.0, lViewPos);
#endif
color.rgb = pow2(color.rgb);