add bloomy particles misc setting

This commit is contained in:
Xonk 2023-12-21 15:21:15 -05:00
parent 08d97f20ff
commit 5b7fa2ce52
4 changed files with 10 additions and 5 deletions

View File

@ -118,9 +118,9 @@ void main() {
#else
gl_FragData[0].a = 1.0;
#endif
#ifndef BLOOMY_PARTICLES
gl_FragData[1].a = 0.0; // for bloomy rain and stuff
#endif
vec3 Direct_lighting = vec3(0.0);
vec3 Indirect_lighting = vec3(0.0);
vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B);

View File

@ -312,8 +312,8 @@ void main() {
color.rgb = mix(color.rgb, cavefogCol*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
}
#endif
#ifdef END_SHADER
#ifdef END_SHADER
if (isEyeInWater == 0){
vec3 hazeColor = vec3(0.3,0.75,1.0) * 0.3;
@ -321,6 +321,8 @@ void main() {
color.rgb = mix(hazeColor, color.rgb, hazeDensity) ;
}
#endif
// underwater fog
if (isEyeInWater == 1){
float dirtAmount = Dirt_Amount;
@ -345,6 +347,7 @@ void main() {
// bloomy rain effect
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
// if(rainDrops > 0.0) bloomyFogMult *= exp((1.0 - rainDrops) * -0.1);
#endif
/// lava.

View File

@ -508,6 +508,8 @@ uniform int moonPhase;
#define RESOURCEPACK_SKY 0 // [0 1 2]
// #define BLOOMY_PARTICLES
// fix settings
#if RESOURCEPACK_SKY == 0
#endif

View File

@ -241,7 +241,7 @@ PhysicsMod_support [LabPBR]
######## MISC SETTINGS
screen.Misc_Settings.columns=1
screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS
screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B