LybOutlines/shaders/lib/materials/specificMaterials/terrain/copperBulb.glsl
2024-06-25 14:45:54 +02:00

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832 B
GLSL

noSmoothLighting = true;
vec3 hsvColor = rgb2hsv(color.rgb);
if (abs(hsvColor.r - 0.09722) < 0.04305 && hsvColor.b > 0.7) { // Active Light Part
smoothnessG = 0.75;
smoothnessD = 0.35;
float blockRes = absMidCoordPos.x * atlasSize.x;
vec2 signMidCoordPosM = (floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0;
float dotsignMidCoordPos = dot(signMidCoordPosM, signMidCoordPosM);
float lBlockPosM = pow2(max0(1.0 - 1.7 * pow2(pow2(dotsignMidCoordPos))));
emission = pow2(lmCoordM.x) + 0.3 * color.r;
emission *= (0.7 + 2.0 * pow2(lBlockPosM));
} else if (color.r > 2.5 * (color.g + color.b)) { // Middle Redstone Part
emission = 4.0;
color.rgb *= color.rgb;
} else { // Copper Base
#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
}