diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index b168266..673085e 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -316,7 +316,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) vec4 COLORTEST = vec4(Albedo, UnchangedAlpha); - + + #ifdef BIOME_TINT_WATER + if (iswater > 0.95) COLORTEST.rgb = color.rgb; + #endif //////////////////////////////// diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 5400c6e..b9c6b59 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -223,7 +223,7 @@ void main() { vec4 albedo = vec4(unpack0.ba,unpack1.rg); vec2 tangentNormals = unpack0.xy*2.0-1.0; if(albedo.a <= 0.0) tangentNormals = vec2(0.0); - vec4 TranslucentShader = texture2D(colortex2,texcoord); + vec4 TranslucentShader = texture2D(colortex2, texcoord); ////// --------------- UNPACK MISC --------------- ////// float trpData = texture2D(colortex7,texcoord).a; diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index d67ced6..9a5376f 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -504,6 +504,7 @@ uniform int moonPhase; // #define Compositing_Sky // make the sky some color to make compositing a sky in some photoediting software easier. // #define display_LUT // #define SSS_view +// #define BIOME_TINT_WATER #define Texture_MipMap_Bias 0.0 // [-5.00 -4.75 -4.50 -4.25 -4.00 -3.75 -3.50 -3.25 -3.00 -2.75 -2.50 -2.25 -2.00 -1.75 -1.50 -1.25 -1.00 -0.75 -0.50 -0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.25 2.50 2.75 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00] diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 1d89f80..652c3b1 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -263,8 +263,7 @@ BLISS_SHADERS \ ######## 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 BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY + 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 ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER screen.the_orb.columns = 1 screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B