Diff
checker
Text
Text
Bilder
Dokumente
Excel
Ordner
Legal
Enterprise
Desktop-App
Preise
Einloggen
Diffchecker Desktop herunterladen
Texte vergleichen
Finde den Unterschied zwischen zwei Textdateien
Werkzeuge
Verlauf
Live-Editor
Gleiches ausblenden
Zeilenumbruch aus
Ansicht
Zweispaltig
Einspaltig
Vergleichsgenauigkeit
Intelligent
Wort
Zeichen
Syntaxhervorhebung
Syntax auswählen
Ignorieren
Text umwandeln
Zur ersten Änderung
Eingabe bearbeiten
Diffchecker Desktop
Der sicherste Weg, Diffchecker zu nutzen. Hol dir die Desktop-App: Deine Diffs verlassen nie deinen Computer!
Desktop holen
Untitled diff
Erstellt
vor 11 Jahren
Diff läuft nie ab
Löschen
Exportieren
Teilen
Erklären
17 Entfernungen
Zeilen
Gesamt
Entfernt
Zeichen
Gesamt
Entfernt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
156 Zeilen
Kopieren
15 Hinzufügungen
Zeilen
Gesamt
Hinzugefügt
Zeichen
Gesamt
Hinzugefügt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
156 Zeilen
Kopieren
#version 120
#version 120
//go to line 96 for changing sunlight/ambient color balance
//go to line 96 for changing sunlight/ambient color balance
varying vec4 texcoord;
varying vec4 texcoord;
varying vec3 lightVector;
varying vec3 lightVector;
varying vec3 sunlight_color;
varying vec3 sunlight_color;
varying vec3 ambient_color;
varying vec3 ambient_color;
varying float handItemLight;
varying float handItemLight;
uniform vec3 sunPosition;
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform vec3 moonPosition;
uniform int worldTime;
uniform int worldTime;
uniform int heldItemId;
uniform int heldItemId;
uniform int heldBlockLightValue;
uniform int heldBlockLightValue;
uniform float rainStrength;
uniform float rainStrength;
uniform float wetness;
uniform float wetness;
////////////////////sunlight color////////////////////
////////////////////sunlight color////////////////////
////////////////////sunlight color////////////////////
////////////////////sunlight color////////////////////
////////////////////sunlight color////////////////////
////////////////////sunlight color////////////////////
const ivec4 ToD[25] = ivec4[25]
const ivec4 ToD[25] = ivec4[25]
Kopieren
Kopiert
Kopieren
Kopiert
(ivec4(0,
5,8,15
), //hour,r,g,b
(ivec4(0,
2,3,8
), //hour,r,g,b
ivec4(1,
5,8
,15
),
ivec4(1,
3,
5,8
),
ivec4(2,
5,8,15
),
ivec4(2,
4,7,10
),
ivec4(3,5,8,
15
),
ivec4(3,5,8,
12
),
ivec4(4,5,8,15),
ivec4(4,5,8,15),
ivec4(5,5,8,15),
ivec4(5,5,8,15),
ivec4(6,120,80,35),
ivec4(6,120,80,35),
ivec4(7,255,195,80),
ivec4(7,255,195,80),
ivec4(8,255,200,97),
ivec4(8,255,200,97),
ivec4(9,255,200,110),
ivec4(9,255,200,110),
ivec4(10,255,205,135),
ivec4(10,255,205,135),
ivec4(11,255,215,160),
ivec4(11,255,215,160),
ivec4(12,255,215,160),
ivec4(12,255,215,160),
ivec4(13,255,215,160),
ivec4(13,255,215,160),
ivec4(14,255,205,125),
ivec4(14,255,205,125),
ivec4(15,255,200,110),
ivec4(15,255,200,110),
ivec4(16,255,200,97),
ivec4(16,255,200,97),
ivec4(17,255,195,80),
ivec4(17,255,195,80),
Kopieren
Kopiert
Kopieren
Kopiert
ivec4(18,
255,190,70
),
ivec4(18,
200,130,50
),
ivec4(19,
77,67,194
),
ivec4(19,
12,10,24
),
ivec4(20,5,8,15),
ivec4(20,5,8,15),
ivec4(21,5,8,15),
ivec4(21,5,8,15),
Kopieren
Kopiert
Kopieren
Kopiert
ivec4(22,5,8,
15
),
ivec4(22,5,8,
12
),
ivec4(23,
5,8,15
),
ivec4(23,
4,7,10
),
ivec4(24,
5,8
,15
));
ivec4(24,
3,
5,8
));
////////////////////ambient color////////////////////
////////////////////ambient color////////////////////
////////////////////ambient color////////////////////
////////////////////ambient color////////////////////
////////////////////ambient color////////////////////
////////////////////ambient color////////////////////
const ivec4 ToD2[25] = ivec4[25]
const ivec4 ToD2[25] = ivec4[25]
Kopieren
Kopiert
Kopieren
Kopiert
(ivec4(0,
10,20
,45
), //hour,r,g,b
(ivec4(0,
3,
10,20
), //hour,r,g,b
ivec4(1,
10,20,45
),
ivec4(1,
5,13,25
),
ivec4(2,
10,20,45
),
ivec4(2,
8,17,35
),
ivec4(3,10,20,45),
ivec4(3,10,20,45),
ivec4(4,10,20,45),
ivec4(4,10,20,45),
ivec4(5,60,120,180),
ivec4(5,60,120,180),
ivec4(6,160,200,255),
ivec4(6,160,200,255),
ivec4(7,160,205,255),
ivec4(7,160,205,255),
ivec4(8,160,210,260),
ivec4(8,160,210,260),
ivec4(9,165,220,270),
ivec4(9,165,220,270),
ivec4(10,190,235,280),
ivec4(10,190,235,280),
ivec4(11,205,250,290),
ivec4(11,205,250,290),
ivec4(12,220,250,300),
ivec4(12,220,250,300),
ivec4(13,205,250,290),
ivec4(13,205,250,290),
ivec4(14,190,235,280),
ivec4(14,190,235,280),
ivec4(15,165,220,270),
ivec4(15,165,220,270),
ivec4(16,150,210,260),
ivec4(16,150,210,260),
ivec4(17,140,200,255),
ivec4(17,140,200,255),
ivec4(18,120,140,220),
ivec4(18,120,140,220),
ivec4(19,50,55,110),
ivec4(19,50,55,110),
Kopieren
Kopiert
Kopieren
Kopiert
ivec4(20,10,20,45
0
),
ivec4(20,10,20,45
),
ivec4(21,10,20,45
0
),
ivec4(21,10,20,45
),
ivec4(22,
10,20,450
),
ivec4(22,
8,17,35
),
ivec4(23,
10,20,450
),
ivec4(23,
5,13,25
),
ivec4(24,
10,20
,450
));
ivec4(24,
3,
10,20
));
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
//////////////////////////////main//////////////////////////////
void main() {
void main() {
gl_Position = ftransform();
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0;
texcoord = gl_MultiTexCoord0;
if (worldTime < 12700 || worldTime > 23250) {
if (worldTime < 12700 || worldTime > 23250) {
lightVector = normalize(sunPosition);
lightVector = normalize(sunPosition);
}
}
else {
else {
lightVector = normalize(moonPosition);
lightVector = normalize(moonPosition);
}
}
handItemLight = 0.0;
handItemLight = 0.0;
if (heldItemId == 50) {
if (heldItemId == 50) {
// torch
// torch
handItemLight = 1.5;
handItemLight = 1.5;
}
}
else if (heldItemId == 76 || heldItemId == 94) {
else if (heldItemId == 76 || heldItemId == 94) {
// active redstone torch / redstone repeater
// active redstone torch / redstone repeater
handItemLight = 0.1;
handItemLight = 0.1;
}
}
else if (heldItemId == 89) {
else if (heldItemId == 89) {
// lightstone
// lightstone
handItemLight = 2.0;
handItemLight = 2.0;
}
}
else if (heldItemId == 10 || heldItemId == 11 || heldItemId == 51) {
else if (heldItemId == 10 || heldItemId == 11 || heldItemId == 51) {
// lava / lava / fire
// lava / lava / fire
handItemLight = 0.5;
handItemLight = 0.5;
}
}
else if (heldItemId == 91) {
else if (heldItemId == 91) {
// jack-o-lantern
// jack-o-lantern
handItemLight = 0.6;
handItemLight = 0.6;
}
}
else if (heldItemId == 327) {
else if (heldItemId == 327) {
handItemLight = 0.2;
handItemLight = 0.2;
}
}
float hour = worldTime/1000.0+6.0;
float hour = worldTime/1000.0+6.0;
if (hour > 24.0) hour = hour - 24.0;
if (hour > 24.0) hour = hour - 24.0;
ivec4 temp = ToD[int(floor(hour))];
ivec4 temp = ToD[int(floor(hour))];
ivec4 temp2 = ToD[int(floor(hour)) + 1];
ivec4 temp2 = ToD[int(floor(hour)) + 1];
sunlight_color = mix(vec3(temp.yzw),vec3(temp2.yzw),(hour-float(temp.x))/float(temp2.x-temp.x))/255.0f;
sunlight_color = mix(vec3(temp.yzw),vec3(temp2.yzw),(hour-float(temp.x))/float(temp2.x-temp.x))/255.0f;
ivec4 tempa = ToD2[int(floor(hour))];
ivec4 tempa = ToD2[int(floor(hour))];
ivec4 tempa2 = ToD2[int(floor(hour)) + 1];
ivec4 tempa2 = ToD2[int(floor(hour)) + 1];
ambient_color = mix(vec3(tempa.yzw),vec3(tempa2.yzw),(hour-float(tempa.x))/float(tempa2.x-tempa.x))/255.0f;
ambient_color = mix(vec3(tempa.yzw),vec3(tempa2.yzw),(hour-float(tempa.x))/float(tempa2.x-tempa.x))/255.0f;
vec3 ambient_color_rain = vec3(0.2, 0.2, 0.2); //rain
vec3 ambient_color_rain = vec3(0.2, 0.2, 0.2); //rain
//ambient_color.g *= 1.2;
//ambient_color.g *= 1.2;
ambient_color = sqrt(pow(mix(ambient_color, ambient_color_rain, rainStrength*0.75),vec3(2.0))*2.0*ambient_color); //rain
ambient_color = sqrt(pow(mix(ambient_color, ambient_color_rain, rainStrength*0.75),vec3(2.0))*2.0*ambient_color); //rain
}
}
Gespeicherte Diffs
Originaltext
Datei öffnen
#version 120 //go to line 96 for changing sunlight/ambient color balance varying vec4 texcoord; varying vec3 lightVector; varying vec3 sunlight_color; varying vec3 ambient_color; varying float handItemLight; uniform vec3 sunPosition; uniform vec3 moonPosition; uniform int worldTime; uniform int heldItemId; uniform int heldBlockLightValue; uniform float rainStrength; uniform float wetness; ////////////////////sunlight color//////////////////// ////////////////////sunlight color//////////////////// ////////////////////sunlight color//////////////////// const ivec4 ToD[25] = ivec4[25] (ivec4(0,5,8,15), //hour,r,g,b ivec4(1,5,8,15), ivec4(2,5,8,15), ivec4(3,5,8,15), ivec4(4,5,8,15), ivec4(5,5,8,15), ivec4(6,120,80,35), ivec4(7,255,195,80), ivec4(8,255,200,97), ivec4(9,255,200,110), ivec4(10,255,205,135), ivec4(11,255,215,160), ivec4(12,255,215,160), ivec4(13,255,215,160), ivec4(14,255,205,125), ivec4(15,255,200,110), ivec4(16,255,200,97), ivec4(17,255,195,80), ivec4(18,255,190,70), ivec4(19,77,67,194), ivec4(20,5,8,15), ivec4(21,5,8,15), ivec4(22,5,8,15), ivec4(23,5,8,15), ivec4(24,5,8,15)); ////////////////////ambient color//////////////////// ////////////////////ambient color//////////////////// ////////////////////ambient color//////////////////// const ivec4 ToD2[25] = ivec4[25] (ivec4(0,10,20,45), //hour,r,g,b ivec4(1,10,20,45), ivec4(2,10,20,45), ivec4(3,10,20,45), ivec4(4,10,20,45), ivec4(5,60,120,180), ivec4(6,160,200,255), ivec4(7,160,205,255), ivec4(8,160,210,260), ivec4(9,165,220,270), ivec4(10,190,235,280), ivec4(11,205,250,290), ivec4(12,220,250,300), ivec4(13,205,250,290), ivec4(14,190,235,280), ivec4(15,165,220,270), ivec4(16,150,210,260), ivec4(17,140,200,255), ivec4(18,120,140,220), ivec4(19,50,55,110), ivec4(20,10,20,450), ivec4(21,10,20,450), ivec4(22,10,20,450), ivec4(23,10,20,450), ivec4(24,10,20,450)); //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0; if (worldTime < 12700 || worldTime > 23250) { lightVector = normalize(sunPosition); } else { lightVector = normalize(moonPosition); } handItemLight = 0.0; if (heldItemId == 50) { // torch handItemLight = 1.5; } else if (heldItemId == 76 || heldItemId == 94) { // active redstone torch / redstone repeater handItemLight = 0.1; } else if (heldItemId == 89) { // lightstone handItemLight = 2.0; } else if (heldItemId == 10 || heldItemId == 11 || heldItemId == 51) { // lava / lava / fire handItemLight = 0.5; } else if (heldItemId == 91) { // jack-o-lantern handItemLight = 0.6; } else if (heldItemId == 327) { handItemLight = 0.2; } float hour = worldTime/1000.0+6.0; if (hour > 24.0) hour = hour - 24.0; ivec4 temp = ToD[int(floor(hour))]; ivec4 temp2 = ToD[int(floor(hour)) + 1]; sunlight_color = mix(vec3(temp.yzw),vec3(temp2.yzw),(hour-float(temp.x))/float(temp2.x-temp.x))/255.0f; ivec4 tempa = ToD2[int(floor(hour))]; ivec4 tempa2 = ToD2[int(floor(hour)) + 1]; ambient_color = mix(vec3(tempa.yzw),vec3(tempa2.yzw),(hour-float(tempa.x))/float(tempa2.x-tempa.x))/255.0f; vec3 ambient_color_rain = vec3(0.2, 0.2, 0.2); //rain //ambient_color.g *= 1.2; ambient_color = sqrt(pow(mix(ambient_color, ambient_color_rain, rainStrength*0.75),vec3(2.0))*2.0*ambient_color); //rain }
Bearbeitung
Datei öffnen
#version 120 //go to line 96 for changing sunlight/ambient color balance varying vec4 texcoord; varying vec3 lightVector; varying vec3 sunlight_color; varying vec3 ambient_color; varying float handItemLight; uniform vec3 sunPosition; uniform vec3 moonPosition; uniform int worldTime; uniform int heldItemId; uniform int heldBlockLightValue; uniform float rainStrength; uniform float wetness; ////////////////////sunlight color//////////////////// ////////////////////sunlight color//////////////////// ////////////////////sunlight color//////////////////// const ivec4 ToD[25] = ivec4[25] (ivec4(0,2,3,8), //hour,r,g,b ivec4(1,3,5,8), ivec4(2,4,7,10), ivec4(3,5,8,12), ivec4(4,5,8,15), ivec4(5,5,8,15), ivec4(6,120,80,35), ivec4(7,255,195,80), ivec4(8,255,200,97), ivec4(9,255,200,110), ivec4(10,255,205,135), ivec4(11,255,215,160), ivec4(12,255,215,160), ivec4(13,255,215,160), ivec4(14,255,205,125), ivec4(15,255,200,110), ivec4(16,255,200,97), ivec4(17,255,195,80), ivec4(18,200,130,50), ivec4(19,12,10,24), ivec4(20,5,8,15), ivec4(21,5,8,15), ivec4(22,5,8,12), ivec4(23,4,7,10), ivec4(24,3,5,8)); ////////////////////ambient color//////////////////// ////////////////////ambient color//////////////////// ////////////////////ambient color//////////////////// const ivec4 ToD2[25] = ivec4[25] (ivec4(0,3,10,20), //hour,r,g,b ivec4(1,5,13,25), ivec4(2,8,17,35), ivec4(3,10,20,45), ivec4(4,10,20,45), ivec4(5,60,120,180), ivec4(6,160,200,255), ivec4(7,160,205,255), ivec4(8,160,210,260), ivec4(9,165,220,270), ivec4(10,190,235,280), ivec4(11,205,250,290), ivec4(12,220,250,300), ivec4(13,205,250,290), ivec4(14,190,235,280), ivec4(15,165,220,270), ivec4(16,150,210,260), ivec4(17,140,200,255), ivec4(18,120,140,220), ivec4(19,50,55,110), ivec4(20,10,20,45), ivec4(21,10,20,45), ivec4(22,8,17,35), ivec4(23,5,13,25), ivec4(24,3,10,20)); //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// //////////////////////////////main////////////////////////////// void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0; if (worldTime < 12700 || worldTime > 23250) { lightVector = normalize(sunPosition); } else { lightVector = normalize(moonPosition); } handItemLight = 0.0; if (heldItemId == 50) { // torch handItemLight = 1.5; } else if (heldItemId == 76 || heldItemId == 94) { // active redstone torch / redstone repeater handItemLight = 0.1; } else if (heldItemId == 89) { // lightstone handItemLight = 2.0; } else if (heldItemId == 10 || heldItemId == 11 || heldItemId == 51) { // lava / lava / fire handItemLight = 0.5; } else if (heldItemId == 91) { // jack-o-lantern handItemLight = 0.6; } else if (heldItemId == 327) { handItemLight = 0.2; } float hour = worldTime/1000.0+6.0; if (hour > 24.0) hour = hour - 24.0; ivec4 temp = ToD[int(floor(hour))]; ivec4 temp2 = ToD[int(floor(hour)) + 1]; sunlight_color = mix(vec3(temp.yzw),vec3(temp2.yzw),(hour-float(temp.x))/float(temp2.x-temp.x))/255.0f; ivec4 tempa = ToD2[int(floor(hour))]; ivec4 tempa2 = ToD2[int(floor(hour)) + 1]; ambient_color = mix(vec3(tempa.yzw),vec3(tempa2.yzw),(hour-float(tempa.x))/float(tempa2.x-tempa.x))/255.0f; vec3 ambient_color_rain = vec3(0.2, 0.2, 0.2); //rain //ambient_color.g *= 1.2; ambient_color = sqrt(pow(mix(ambient_color, ambient_color_rain, rainStrength*0.75),vec3(2.0))*2.0*ambient_color); //rain }
Unterschied finden