Bliss-Shader/shaders/shaders.properties

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#shaders/shaders.properties
#Minecraft Settings
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#ifndef RENDER_ENTITY_SHADOWS
shadowBlockEntities = false
shadowEntities = false
#endif
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oldLighting=false
underwaterOverlay=false
sun=true
moon=true
clouds=off
stars=false
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vignette=false
dynamicHandLight=true
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separateAo = true
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particles.before.deferred = true
rain.depth = false
beacon.beam.depth = true
frustum.culling=false
shadow.culling=false
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program.composite4.enabled = TAA_UPSCALING
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
#Get the correct alpha value : S_A*(1-DST_A)+DST_A
blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_armor_glint = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# Disable blending
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blend.gbuffers_hand = off
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blend.gbuffers_block = off
blend.gbuffers_basic = off
blend.gbuffers_entities = off
blend.gbuffers_weather = off
blend.gbuffers_armor_glint = off
blend.gbuffers_beaconbeam = off
blend.gbuffers_spidereyes = off
blend.gbuffers_armor_glint = off
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blend.gbuffers_water.colortex11 = off
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blend.composite.colortex12 = off
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# Alpha test
alphaTest.shadow = GREATER 0.1
alphaTest.gbuffers_entities = GREATER 0.1
alphaTest.gbuffers_armor_glint=false
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alphaTest.gbuffers_weather=false
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alphaTest.gbuffers_water=false
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alphaTest.gbuffers_skybasic=false
alphaTest.gbuffers_skytextured=false
alphaTest.gbuffers_hand=true
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sliders = SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount ambient_temp Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
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screen.columns=2
screen = \
[Direct_Light] [World] \
[Ambient_light] [Fog] \
[Post_Processing] [Clouds] \
[Misc_Settings] [Climate] \
<empty> <empty> \
PhysicsMod_support [LabPBR]
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# screen = [Direct_Light] [World]
# [Ambient_light] [Fog]
# [Post_Processing] [Clouds]
# [Misc_Settings] [Climate]
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######## LIGHTING
### DIRECT LIGHT
screen.Direct_Light.columns=1
screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance OLD_LIGHTLEAK_FIX
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screen.Shadows.columns=1
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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screen.Subsurface_Scattering.columns=1
screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
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screen.Filtering.columns=1
screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
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### AMBIENT LIGHT
screen.Ambient_light.columns=1
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT
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screen.Torch_Colors.columns=1
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <empty> TORCH_R TORCH_G TORCH_B
screen.Ambient_Colors.columns=1
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screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT <empty> AmbientLight_R AmbientLight_G AmbientLight_B
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######## WORLD
screen.World.columns=1
screen.World = [Water] [Waving_Stuff] [LabPBR] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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### SPECULARS
screen.Reflections.columns=2
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
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### WAVING STUFF
screen.Waving_Stuff.columns=1
screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED
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## POM
screen.POM.columns=1
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screen.POM = HEIGTHMAP_DEPTH_OFFSET POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
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######## CLIMATE
screen.Climate.columns=1
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screen.Climate = Daily_Weather [Seasons] <empty> PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST]
## BIOME SPECIFICS
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screen.SWAMP.columns=1
screen.SWAMP = SWAMP_ENV SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY <empty> SWAMP_R SWAMP_G SWAMP_B
screen.JUNGLE.columns=1
screen.JUNGLE = JUNGLE_ENV JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY <empty> JUNGLE_R JUNGLE_G JUNGLE_B
screen.DARKFOREST.columns=1
screen.DARKFOREST = DARKFOREST_ENV DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY <empty> DARKFOREST_R DARKFOREST_G DARKFOREST_B
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## SEASONS
screen.Seasons.columns=1
screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
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screen.Summer_colors.columns=1
screen.Summer_colors = Summer_R Summer_G Summer_B <empty> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
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screen.Fall_colors.columns=1
screen.Fall_colors = Fall_R Fall_G Fall_B <empty> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
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screen.Winter_colors.columns=1
screen.Winter_colors = Winter_R Winter_G Winter_B <empty> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
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screen.Spring_colors.columns=1
screen.Spring_colors = Spring_R Spring_G Spring_B <empty> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
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######## ATMOSPHERICS
screen.Atmospherics.columns=1
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screen.Atmospherics = [Sky] [Fog] [Clouds] Altostratus Cumulus_Clouds Allow_Vanilla_sky
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### SKY
screen.Sky.columns=1
screen.Sky = [Sky_coefficients] [Sun_and_Moon_Colors] sunPathRotation
screen.Sky_coefficients.columns=1
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screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
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### CLOUDS
screen.Clouds.columns = 2
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY CLOUDS_SHADOWS Daily_Weather Cloud_Speed Rain_coverage <empty> <empty> Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density Cumulus_height
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### FOG
screen.Fog.columns=2
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screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog BorderFog [Cave_Fog] [NETHER_END_FOG]
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screen.TOD_fog.columns=2
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
screen.Cave_Fog.columns=1
screen.Cave_Fog = Cave_fog CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
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screen.Fog_Color.columns=1
screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
screen.NETHER_END_FOG.columns=2
screen.NETHER_END_FOG = PLUME_DENSITY END_STORM_DENSTIY
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### WATER
screen.Water.columns=2
screen.Water = WATER_REFLECTIONS Refraction WATER_SUN_SPECULAR Vanilla_like_water SCREENSPACE_REFLECTIONS SSR_STEPS WATER_BACKGROUND_SPECULAR Dirt_Amount [Water_fog_color] Water_Top_Layer
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screen.Water_fog_color.columns=1
screen.Water_fog_color = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
######## POST
screen.Post_Processing.columns=2
screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [Editing] SHARPENING BLOOM_STRENGTH
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### TAA
screen.TAA_OPTIONS.columns = 1
screen.TAA_OPTIONS= SCREENSHOT_MODE <empty> TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
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### DOF
screen.DepthOfField.columns = 1
screen.DepthOfField = [JITTER_DOF] DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY
screen.JITTER_DOF.columns=1
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screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE
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### EXPOSURE
screen.Exposure.columns = 1
screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value
### TONEMAPS
screen.Tonemapping.columns = 1
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK CONTRAST <empty> FinalR FinalG FinalB
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### PURKINJE
screen.Purkinje_effect.columns = 1
screen.Purkinje_effect = Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
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screen.Editing.columns = 2
screen.Editing = Compositing_Sky CONTRAST CompSky_R COLOR_CURVE CompSky_G UPPER_CURVE CompSky_B LOWER_CURVE <empty> <empty> R_LOWER_CURVE R_UPPER_CURVE G_LOWER_CURVE G_UPPER_CURVE B_LOWER_CURVE B_UPPER_CURVE
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######## MISC SETTINGS
screen.Misc_Settings.columns=1
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screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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screen.LabPBR.columns = 1
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
screen.Emissives.columns = 1
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
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screen.Porosity.columns = 1
screen.Porosity = Porosity <empty> Puddles Puddle_Size
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screen.Sun_and_Moon_Colors.columns = 1
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
screen.Advanced = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
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#####################################
####### WEATHER RELATED STUFF #######
#####################################
# in seconds...
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variable.int.WeatherTransitionTime = 30
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uniform.float.Cumulus_Cov = smooth(if( \
moonPhase == 0, 0.7, \
moonPhase == 1, 0.9, \
moonPhase == 2, 0.0, \
moonPhase == 3, 0.8, \
moonPhase == 4, 0.0, \
moonPhase == 5, 1.2, \
moonPhase == 6, 0.6, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Alto_Cov = smooth(if( \
moonPhase == 0, 0.1, \
moonPhase == 1, 1.0, \
moonPhase == 2, 1.0, \
moonPhase == 3, 0.3, \
moonPhase == 4, 0.3, \
moonPhase == 5, 0.0, \
moonPhase == 6, 1.5, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Alto_Den = smooth(if( \
moonPhase == 0, 0.1, \
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moonPhase == 1, 0.25, \
moonPhase == 2, 0.1, \
moonPhase == 3, 0.7, \
moonPhase == 4, 0.7, \
moonPhase == 5, 0.0, \
moonPhase == 6, 0.05, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Uniform_Den = smooth(if( \
moonPhase == 0, 0, \
moonPhase == 1, 0, \
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moonPhase == 2, 10, \
moonPhase == 3, 0, \
moonPhase == 4, 0, \
moonPhase == 5, 0, \
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moonPhase == 6, 5, \
0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Cloudy_Den = smooth(if( \
moonPhase == 0, 0, \
moonPhase == 1, 0, \
moonPhase == 2, 0, \
moonPhase == 3, 0, \
moonPhase == 4, 0, \
moonPhase == 5, 0, \
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moonPhase == 6, 50, \
0 ), WeatherTransitionTime, WeatherTransitionTime)
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# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
# uniform.float.EndSequence1 = smooth(if(hideGUI == 1, 1.0, 0.0), 30, 0)
# uniform.float.EndSequence2 = smooth(if(EndSequence1 > 0.95, 1.0, 0.0), 1.25, 0)
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# thank you sixthsurge!
#ifdef LIGHTNING_FLASH
#ifdef IS_IRIS
variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 1.0, 0.0), 0.0, 0.0)
#else
variable.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.0)
#endif
#else
variable.float.lightningFlash = 0.0
#endif
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uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash)
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###################################
####### BIOME RELATED STUFF #######
###################################
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variable.int.BiomeTransitionTime = 1
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#ifdef SWAMP_ENV
uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
#else
uniform.float.isSwamps = 0.0
#endif
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#ifdef JUNGLE_ENV
uniform.float.isJungles = smooth(if(in(biome, 23, 24, 25), 1,0), BiomeTransitionTime, BiomeTransitionTime)
#else
uniform.float.isJungles = 0.0
#endif
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#ifdef DARKFOREST_ENV
uniform.float.isDarkForests = smooth(if(in(biome, 11), 1,0), BiomeTransitionTime, BiomeTransitionTime)
#else
uniform.float.isDarkForests = 0.0
#endif
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#ifdef MANGROVE_ENV
uniform.float.isMangroveSwamp = smooth(if(in(biome, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
#else
uniform.float.isMangroveSwamp = 0.0
#endif
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# set to only happen in dry deserts.
uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30)
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# set to only happen in cold mountains.
uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
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uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 5,5)
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############################
####### RANDOM STUFF #######
############################
#ifdef HURT_AND_DEATH_EFFECT
uniform.float.hurt = smooth(if(is_hurt,1,0),0,1)
uniform.float.dying = smooth(if(!is_alive,2,0),3,0)
uniform.float.dead = smooth(if(dying >= 1.99, 1,0),1,0)
#endif
uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
texture.noise = texture/noises.png
texture.composite.colortex6 = texture/blueNoise.png
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variable.float.texelSizeX = 1.0/viewWidth
variable.float.texelSizeY = 1.0/viewHeight
uniform.vec2.texelSize=vec2(texelSizeX,texelSizeY)
uniform.int.framemod8 = frameCounter%8
variable.float.normSunVec = sqrt(sunPosition.x*sunPosition.x+sunPosition.y*sunPosition.y+sunPosition.z*sunPosition.z)
variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z)
variable.float.sunPosX = sunPosition.x/normSunVec
variable.float.sunPosY = sunPosition.y/normSunVec
variable.float.sunPosZ = sunPosition.z/normSunVec
uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ)
variable.float.upPosX = upPosition.x/normUpVec
variable.float.upPosY = upPosition.y/normUpVec
variable.float.upPosZ = upPosition.z/normUpVec
uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ)
uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ
uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0
#Max angle at frustrum diagonal
variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio)))
uniform.float.cosFov = cos(maxAngle)
variable.float.viewDirX = gbufferModelViewInverse.2.0
variable.float.viewDirY = gbufferModelViewInverse.2.1
variable.float.viewDirZ = gbufferModelViewInverse.2.2
variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ)
variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView
variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView
variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView
uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ)
variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2)
variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2)
variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2)
uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ)
variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ)
variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ)
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
# photon stuff
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)