Fix vanilla sun and moon showing through the world

This commit is contained in:
Xonk 2023-07-18 19:05:10 -04:00
parent c6a2339945
commit 43a45ffe1b
6 changed files with 13 additions and 29 deletions

View File

@ -0,0 +1,5 @@
#version 120
void main() {
discard;
}

View File

@ -0,0 +1,5 @@
#version 120
void main() {
discard;
}

View File

@ -1,5 +1,5 @@
#version 120
void main() {
gl_Position.xyz = vec3(-1.0);
}
gl_Position.xyz = vec3(-10.0);
}

View File

@ -11,11 +11,6 @@ screen.Misc_Settings = Configurações Diversas
option.ORB_G=Orb Verde
option.ORB_B=Orb Azul
screen.lightning_color=Relâmpago
option.Lightning_R=Relâmpago Vermelho
option.Lightning_G=Relâmpago Verde
option.Lightning_B=Relâmpago Azul
option.WhiteWorld=Mundo Branco
option.ambientLight_only=Apenas Luz Ambiente
option.Glass_Tint=Tintura de Vidro

View File

@ -430,11 +430,6 @@ option.AEROCHROME_WOOL_ENABLED.comment=技术上,与羊毛相关的方块都会
option.ORB_G=天体颜色 - 绿色
option.ORB_B=天体颜色 - 蓝色
screen.lightning_color=闪电颜色
option.Lightning_R=闪电 - 红色
option.Lightning_G=闪电 - 绿色
option.Lightning_B=闪电 - 蓝色
option.WhiteWorld=全白世界
option.WhiteWorld.comment=这是用于 Debug 的视图. 易于观察 环境光遮蔽 的效果. 易于观察 模拟全局光照 (绿光) 的效果.
option.ambientLight_only=仅启用环境光
@ -916,11 +911,6 @@ option.AEROCHROME_WOOL_ENABLED.comment=技术上,与羊毛相关的方块都会
option.ORB_G=天体颜色 - 绿色
option.ORB_B=天体颜色 - 蓝色
screen.lightning_color=闪电颜色
option.Lightning_R=闪电 - 红色
option.Lightning_G=闪电 - 绿色
option.Lightning_B=闪电 - 蓝色
option.WhiteWorld=全白世界
option.WhiteWorld.comment=这是用于 Debug 的视图. 易于观察 环境光遮蔽 的效果. 易于观察 模拟全局光照 (绿光) 的效果.
option.ambientLight_only=仅启用环境光

View File

@ -47,7 +47,7 @@ alphaTest.gbuffers_skytextured=false
alphaTest.gbuffers_hand=true
sliders = 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 Lightning_R Lightning_G Lightning_B 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 NetherFog_brightness 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
sliders = 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 NetherFog_brightness 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
screen.columns=2
screen = [Direct_Light] [World] \
@ -292,17 +292,6 @@ uniform.float.snowStorm = smooth(9, if(in(biome,31,32,33,34), rainStrength,0), 1
uniform.float.noPuddleAreas = smooth(10, if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 16,31,32,33,34, 37, 39, 48), 0,1), 5,5)
# uniform.float.isLush = smooth(8, if(in(biome,10,50), 1,0), BiomeTransitionTime,BiomeTransitionTime)
# uniform.float.isDeserts = smooth(9, if(in(biome,5), 1,0), BiomeTransitionTime,BiomeTransitionTime)
# uniform.float.isWastes = smooth(10, if(in(biome,51), 1,0), BiomeTransitionTime, BiomeTransitionTime)
# uniform.float.isWarpedForest = smooth(11, if(in(biome,52), 1,0), BiomeTransitionTime, BiomeTransitionTime)
# uniform.float.isCrimsonForest = smooth(12, if(in(biome,53), 1,0), BiomeTransitionTime, BiomeTransitionTime)
# uniform.float.isSoulValley = smooth(13, if(in(biome,54), 1,0), BiomeTransitionTime, BiomeTransitionTime)
# uniform.float.isBasaltDelta = smooth(14, if(in(biome,55), 1,0), BiomeTransitionTime, BiomeTransitionTime)
# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
# uniform.float.EndSequence1 = smooth(if(hideGUI == 1, 1.0, 0.0), 30, 0)