Diff
checker
Texto
Texto
Imagens
Documentos
Excel
Pastas
Legal
Enterprise
Aplicativo para desktop
Preços
Fazer login
Baixar o Diffchecker Desktop
Comparar texto
Encontre a diferença entre dois arquivos de texto
Ferramentas
Histórico
Editor live
Recolher inalteradas
Sem quebra de linha
Layout
Dividido
Unificado
Nível de detalhe
Inteligente
Palavra
Caractere
Realce de sintaxe
Escolher sintaxe
Ignorar
Transformar texto
Ir à primeira mudança
Editar entrada
Diffchecker Desktop
A maneira mais segura de usar o Diffchecker. Obtenha o aplicativo Diffchecker Desktop: seus diffs nunca saem do seu computador!
Obter Desktop
Untitled diff
Criado
há 11 anos
O diff nunca expira
Limpar
Exportar
Compartilhar
Explicar
17 remoções
Linhas
Total
Removido
Caracteres
Total
Removido
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
156 linhas
Copiar tudo
15 adições
Linhas
Total
Adicionado
Caracteres
Total
Adicionado
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
156 linhas
Copiar tudo
#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]
Copiar
Copiado
Copiar
Copiado
(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),
Copiar
Copiado
Copiar
Copiado
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),
Copiar
Copiado
Copiar
Copiado
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]
Copiar
Copiado
Copiar
Copiado
(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),
Copiar
Copiado
Copiar
Copiado
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
}
}
Diferenças salvas
Texto original
Abrir arquivo
#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 }
Texto alterado
Abrir arquivo
#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 }
Encontrar Diferença