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#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]
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(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),
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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),
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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]
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(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),
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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
}
}
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#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 }
更改后文本
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#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 }
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