From 14b20cdcfc1f54d3aa3f7562e89e0fb0a333b82c Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 22 May 2024 17:06:21 -0400 Subject: [PATCH] Add Null to readme special thanks (Long overdue). fix lit particle brightness misc setting. fix visible precision errors on decoded lightmaps --- README.md | 5 +++-- shaders/dimensions/all_particles.fsh | 2 +- shaders/dimensions/composite1.fsh | 3 +-- shaders/lib/settings.glsl | 2 +- shaders/shaders.properties | 18 ++++++------------ 5 files changed, 12 insertions(+), 18 deletions(-) diff --git a/README.md b/README.md index 1046ae1..624e717 100644 --- a/README.md +++ b/README.md @@ -5,8 +5,9 @@ i eventually started tweaking the shader, adding settings, breaking stuff, and a i wanted to emphasize a varying scene, where the lighting isn't always the same whenever or wherever you are. ### SPECIAL THANKS: -+ Chocapic13, for the whole thing -+ WoMspace, for doing a DOF overhaul ++ Chocapic13, for the base shader ++ WoMspace, for spending alot of time creating a DOF overhaul ++ Null, for doing a huge amount of work creating the voxel floodfill colored lighting + Emin, and Gri573, for teaching me how to stop alot of light leaking + RRe36 and Sixthsurge, for the great ideas to steal ### [Want to support me? donate on my patreon](https://www.patreon.com/Xonkmoney) diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index e6b90ba..0833906 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -394,7 +394,7 @@ void main() { vec3 MinimumLightColor = vec3(1.0); if(isEyeInWater == 1) MinimumLightColor = vec3(10.0); - // if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS; + if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS; #ifdef OVERWORLD_SHADER directLightColor = lightCol.rgb/80.0; diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 9ee7b81..7683c32 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -737,8 +737,7 @@ void main() { vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x)); vec3 normal = decode(dataUnpacked0.yw); - vec2 lightmap = dataUnpacked1.yz;//min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0 - + vec2 lightmap = min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0 #if defined END_SHADER || defined NETHER_SHADER lightmap.y = 1.0; diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 0540cd2..cb4f5f0 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -661,7 +661,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) // #define OLD_LIGHTLEAK_FIX -#define LIT_PARTICLE_BRIGHTNESS 2.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.] +#define LIT_PARTICLE_BRIGHTNESS 1.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.] #define SELECT_BOX diff --git a/shaders/shaders.properties b/shaders/shaders.properties index d9218fa..351da4e 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -221,8 +221,8 @@ BLISS_SHADERS \ ######## ATMOSPHERICS - # screen.Sky_coefficients.columns=1 - # screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB + screen.Sky_coefficients.columns=1 + screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB ### CLOUDS screen.Clouds.columns = 3 @@ -246,16 +246,6 @@ BLISS_SHADERS \ BorderFog PER_BIOME_ENVIRONMENT \ RAYMARCH_CLOUDS_WITH_FOG - - # screen.Fog = VL_RENDER_RESOLUTION Haze_amount \ - # VL_SAMPLES RainFog_amount \ - # BLOOMY_FOG [TOD_fog] \ - # FOG_START_HEIGHT [Cave_Fog] \ - # PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \ - # RAYMARCH_CLOUDS_WITH_FOG BorderFog - - - screen.TOD_fog.columns=2 screen.TOD_fog = TOD_Fog_mult Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog @@ -445,6 +435,10 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, #endif #endif + + + + # photon stuff uniform.vec2.view_res = vec2(viewWidth, viewHeight) uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)