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fix item frame map and add text_display and entity_flame #24

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6 changes: 6 additions & 0 deletions shaders/entity.properties
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
# This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.


#Group all flat-lighting entity together.
entity.1=text_display minecraft:entity_flame
entity.2=item_frame glow_item_frame
7 changes: 6 additions & 1 deletion shaders/gbuffers_textured.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
#endif

//Get Entity id.
uniform int entityId;
attribute float mc_Entity;

//Model * view matrix and it's inverse.
Expand All @@ -21,6 +22,7 @@ varying vec2 coord1;
uniform int frameCounter;

uniform float viewWidth, viewHeight;
uniform ivec2 atlasSize;

#include "/bsl_lib/util/jitter.glsl"

Expand All @@ -34,10 +36,13 @@ void main()
gl_Position = gl_ProjectionMatrix * gbufferModelView * vec4(pos,1);
gl_FogFragCoord = length(pos);

//Item Frame Map
bool isMap = entityId==2 && atlasSize.x < 5.0;

//Calculate view space normal.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
//Use flat for flat "blocks" or world space normal for solid blocks.
normal = (mc_Entity==1.) ? vec3(0,1,0) : (gbufferModelViewInverse * vec4(normal,0)).xyz;
normal = (mc_Entity==1. || entityId==1 || isMap) ? vec3(0,1,0) : (gbufferModelViewInverse * vec4(normal,0)).xyz;

//Calculate simple lighting. Thanks to @PepperCode1
float light = min(normal.x * normal.x * 0.6f + normal.y * normal.y * 0.25f * (3.0f + normal.y) + normal.z * normal.z * 0.8f, 1.0f);
Expand Down