diff --git a/shaders/gbuffers_all_solid.fsh b/shaders/gbuffers_all_solid.fsh index 8ba322f..29bec59 100644 --- a/shaders/gbuffers_all_solid.fsh +++ b/shaders/gbuffers_all_solid.fsh @@ -36,9 +36,9 @@ varying vec4 vtexcoord; #endif #include "/lib/res_params.glsl" varying vec4 lmtexcoord; + varying vec4 color; -varying vec4 NoSeasonCol; -varying vec4 seasonColor; + uniform float far; diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index a557844..35d5fdd 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -22,7 +22,6 @@ Read the terms of modification and sharing before changing something below pleas varying vec4 color; -varying vec4 NoSeasonCol; varying float VanillaAO; varying vec4 lmtexcoord; @@ -288,15 +287,16 @@ void main() { #endif - - NoSeasonCol.rgb = gl_Color.rgb; - - #ifdef Seasons - #ifndef BLOCKENTITIES - #ifndef ENTITIES - YearCycleColor(color.rgb, gl_Color.rgb); - #endif - #endif + #ifdef Seasons + #ifdef WORLD + #ifndef BLOCKENTITIES + #ifndef ENTITIES + #ifndef HAND + YearCycleColor(color.rgb, gl_Color.rgb); + #endif + #endif + #endif + #endif #endif #ifdef TAA_UPSCALING diff --git a/shaders/lib/climate_settings.glsl b/shaders/lib/climate_settings.glsl index c328a65..37f6779 100644 --- a/shaders/lib/climate_settings.glsl +++ b/shaders/lib/climate_settings.glsl @@ -25,7 +25,7 @@ #ifdef Seasons #ifdef SEASONS_VSH - varying vec4 seasonColor; + uniform int worldDay; void YearCycleColor ( inout vec3 FinalColor, @@ -78,7 +78,7 @@ bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0; // multiply final color by the final lerped color, because it contains all the other colors. - FinalColor = SpringToSummer; + if(IsTintIndex) FinalColor = SpringToSummer; } #endif #endif diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index b588aa5..8bbf5ed 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -206,11 +206,13 @@ #endif -// #define Allow_Vanilla_sky // allow the vanilla sky to appear. may appear broken with some resourcepacks. -// #define WhiteWorld // THIS IS A DEBUG VIEW. uses to see AO easier. used to see fake GI better (green light) #define TAA // #define TAA_UPSCALING // Lowers render resolution and uses TAA to combine several lower resolution images (greatly improves performance). USE THIS INSTEAD OF SHADER RENDER QUALITY OPTION IF YOU WANT TO INCREASE FPS (Leave it to 1). IF YOU WANT TO INCREASE QUALITY DISABLE THIS AND INCREASE SHADER RENDER QUALITY -// #define Seasons + + + + +#define Seasons #define Season_Length 24 // how long each season lasts in minecraft days. 91 is roughly how long each season is in reality. 1 will make a year last 4 days [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91] // #define Snowy_Winter // snow in the winter, yes or no? #define Summer_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] @@ -395,7 +397,9 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF // -- RANDOM SHIT --- +// #define WhiteWorld // THIS IS A DEBUG VIEW. uses to see AO easier. used to see fake GI better (green light) // #define Compositing_Sky // make the sky some color to make compositing a sky in some photoediting software easier. + #define CompSky_R 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ] #define CompSky_G 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ] #define CompSky_B 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ] \ No newline at end of file