mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
Add TONS off stuff to the LANG file for english. clean up unused stuff a little more. fix cloud fog not having moonlight.
This commit is contained in:
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@ -1,6 +1,10 @@
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#if MC_VERSION >= 11300
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block.2200 = minecraft:oak_sign minecraft:spruce_sign minecraft:birch_sign minecraft:jungle_sign minecraft:acacia_sign minecraft:dark_oak_sign minecraft:mangrove_sign minecraft:crimson_sign minecraft:warped_sign minecraft:oak_wall_sign minecraft:spruce_wall_sign minecraft:birch_wall_sign minecraft:jungle_wall_sign minecraft:acacia_wall_sign minecraft:dark_wall_oak_sign minecraft:mangrove_wall_sign minecraft:crimson_wall_sign minecraft:warped_wall_sign
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block.2100 = minecraft:end_portal
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####### ----- SSS and waving ----- #######
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@ -9,7 +13,7 @@
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block.10001 = minecraft:beetroots minecraft:potatoes minecraft:carrots minecraft:wheat minecraft:nether_wart minecraft:kelp minecraft:large_fern:half=upper minecraft:peony:half=upper minecraft:rose_bush:half=upper minecraft:lilac:half=upper minecraft:crimson_roots minecraft:nether_sprouts minecraft:warped_roots minecraft:seagrass minecraft:tall_seagrass:half=upper minecraft:sunflower:half=upper minecraft:tall_grass:half=upper minecraft:wither_rose minecraft:lily_of_the_valley minecraft:cornflower minecraft:sweet_berry_bush minecraft:oxeye_daisy minecraft:pink_tulip minecraft:white_tulip minecraft:orange_tulip minecraft:red_tulip minecraft:azure_bluet minecraft:allium minecraft:blue_orchid minecraft:poppy minecraft:dandelion minecraft:grass minecraft:dead_bush minecraft:oak_sapling minecraft:spruce_sapling minecraft:birch_sapling minecraft:jungle_sapling minecraft:acacia_sapling minecraft:dark_oak_sapling minecraft:fern
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##air waving
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block.10003 =minecraft:azalea_leaves minecraft:flowering_azalea_leaves minecraft:cherry_leaves minecraft:mangrove_leaves minecraft:vine minecraft:oak_leaves minecraft:spruce_leaves minecraft:birch_leaves minecraft:jungle_leaves minecraft:acacia_leaves minecraft:dark_oak_leaves
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block.10003 = minecraft:azalea_leaves minecraft:flowering_azalea_leaves minecraft:cherry_leaves minecraft:mangrove_leaves minecraft:vine minecraft:oak_leaves minecraft:spruce_leaves minecraft:birch_leaves minecraft:jungle_leaves minecraft:acacia_leaves minecraft:dark_oak_leaves
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####### ----- SSS ----- #######
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@ -847,7 +847,7 @@ void main() {
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vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.));
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0);
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2) ,0.0,1.0);
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vec3 DirectLightColor = (lightCol.rgb/80.0);
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DirectLightColor *= clamp(abs(WsunVec.y)*2,0.,1.);
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@ -11,15 +11,6 @@ flat varying vec3 moonColor;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 avgAmbient;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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@ -7,27 +7,12 @@ flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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flat varying vec4 lightCol;
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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flat varying vec3 ambientRight;
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flat varying vec3 ambientB;
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flat varying vec3 ambientF;
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flat varying vec3 ambientDown;
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flat varying vec3 sunColor;
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flat varying vec3 moonColor;
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flat varying vec3 avgAmbient;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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flat varying float fogAmount;
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flat varying float VFAmount;
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flat varying float FogSchedule;
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flat varying vec3 WsunVec;
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flat varying vec3 refractedSunVec;
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@ -313,7 +313,7 @@ void main() {
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color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
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#ifdef display_LUT
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vec2 movedTC = texcoord ;
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vec2 movedTC = texcoord;
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vec3 thingy = texture2D(colortex4,movedTC).rgb / 150. * 5.0;
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if(luma(thingy) > 0.0 ) color.rgb = thingy;
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#endif
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@ -89,7 +89,7 @@ void main() {
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vec3 pos = normalize(vec3(0,1,0));
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int maxIT = 9;
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for (int i = 0; i < maxIT; i++) {
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pos.xy += normalize(sample3x3[i] * vec2(1.0,0.5));
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pos.xy += normalize(sample3x3[i] * vec2(0.5,0.5));
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averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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pos = normalize(vec3(0,1,0));
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@ -2,8 +2,12 @@
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varying vec4 lmtexcoord;
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varying vec4 color;
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flat varying vec3 averageSkyCol_Clouds;
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// flat varying vec3 averageSkyCol;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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// flat varying vec3 sunColor;
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// flat varying vec3 moonColor;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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@ -143,7 +147,7 @@ void main() {
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0),(1.0-gl_FragData[0].a) * 0.8 + 0.1) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80., Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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vec3 Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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// gl_FragData[0].a = TEXTURE.a;
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gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
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@ -22,7 +22,9 @@ varying vec4 normalMat;
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flat varying vec3 WsunVec;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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flat varying vec3 averageSkyCol_Clouds;
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// flat varying vec3 averageSkyCol;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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@ -55,8 +57,9 @@ void main() {
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gl_Position = ftransform();
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color = gl_Color;
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avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
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// averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2-1.;
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lightCol.rgb = sc;
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@ -4,7 +4,10 @@
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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flat varying float SSSAMOUNT;
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#ifdef HAND
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#undef POM
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#endif
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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@ -79,14 +82,17 @@ uniform sampler2D depthtex0;
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in vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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flat varying float blockID;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying int PORTAL;
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flat varying int SIGN;
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flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying int PHYSICSMOD_SNOW;
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uniform float noPuddleAreas;
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@ -251,9 +257,7 @@ float ld(float dist) {
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/* RENDERTARGETS: 1,7,8,15 */
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void main() {
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@ -296,9 +300,7 @@ void main() {
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#endif
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#endif
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#endif
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#ifdef POM
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#ifdef POM
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// vec2 tempOffset=offsets[framemod8];
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vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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// vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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@ -308,7 +310,7 @@ void main() {
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gl_FragDepth = gl_FragCoord.z;
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#ifdef WORLD
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if (dist < MAX_OCCLUSION_DISTANCE && PORTAL > 0) {
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if (dist < MAX_OCCLUSION_DISTANCE) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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@ -512,7 +514,8 @@ void main() {
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#else
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#else
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float bias = Texture_MipMap_Bias - blueNoise()*0.5;
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@ -622,7 +625,6 @@ void main() {
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if(LIGHTNING > 0) Albedo = vec4(1);
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -683,7 +685,8 @@ void main() {
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gl_FragData[1].a = 0.0;
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#endif
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#endif
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#endif
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#ifdef WORLD
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gl_FragData[5].x = 0;
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@ -10,6 +10,10 @@ Read the terms of modification and sharing before changing something below pleas
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*/
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#ifdef HAND
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#undef POM
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#endif
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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#undef POM
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@ -53,17 +57,19 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying int LIGHTNING;
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flat varying int PHYSICSMOD_SNOW;
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flat varying int NameTags;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int NameTags;
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flat varying int LIGHTNING;
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flat varying int PORTAL;
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flat varying int SIGN;
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in vec3 at_velocity;
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out vec3 velocity;
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flat varying int PHYSICSMOD_SNOW;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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@ -71,6 +77,7 @@ attribute vec4 mc_midTexCoord;
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uniform vec3 cameraPosition;
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uniform vec2 texelSize;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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@ -212,12 +219,12 @@ void main() {
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PORTAL = 0;
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SIGN = 0;
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#ifdef WORLD
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if(blockEntityId == 2100) PORTAL = 255;
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if(blockEntityId == 2200) SIGN = 1;
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if(blockEntityId == 2100) PORTAL = 1;
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#endif
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NameTags = 0;
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@ -54,10 +54,13 @@ uniform sampler2D specular;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightness;
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uniform ivec2 eyeBrightnessSmooth;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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@ -410,9 +413,9 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec2 lightmaps2 = lmtexcoord.zw;
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmaps2.y,0.0,1.0);
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240. + lightmaps2.y,2) ,0.0,1.0);
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Indirect_lighting = DoAmbientLighting(averageSkyCol_Clouds, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight);
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);
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vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo;
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@ -422,74 +425,81 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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FinalColor *= alphashit;
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#endif
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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if (iswater > 0.0){
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vec3 Reflections_Final = vec3(0.0);
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float indoors = clamp((lmtexcoord.w-0.6)*5.0, 0.0,1.0);
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vec3 reflectedVector = reflect(normalize(fragpos), normal);
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float normalDotEye = dot(normal, normalize(fragpos));
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float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0);
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// float unchangedfresnel = fresnel;
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// snells window looking thing
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if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0);
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#ifdef WATER_REFLECTIONS
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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#ifdef PhysicsMod_support
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if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#else
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if(isEyeInWater == 1) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#endif
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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if (iswater > 0.0){
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vec3 Reflections_Final = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = vec3(0.0);
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vec3 SunReflection = vec3(0.0);
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float indoors = clamp((lmtexcoord.w-0.6)*5.0, 0.0,1.0);
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vec3 reflectedVector = reflect(normalize(fragpos), normal);
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float normalDotEye = dot(normal, normalize(fragpos));
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float fresnel = pow(clamp(1.0 + normalDotEye,0.0,1.0), 5.0);
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// float unchangedfresnel = fresnel;
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// snells window looking thing
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if(isEyeInWater == 1 && iswater > 0.99) fresnel = clamp(pow(1.66 + normalDotEye,25),0.02,1.0);
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#ifdef PhysicsMod_support
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if(isEyeInWater == 1 && physics_iterationsNormal > 0.0) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#else
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if(isEyeInWater == 1) fresnel = clamp( 1.0 - (pow( normalDotEye * 1.66 ,25)),0.02,1.0);
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#endif
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fresnel = mix(f0, 1.0, fresnel);
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vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector;
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// SSR, Sky, and Sun reflections
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vec4 Reflections = vec4(0.0);
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vec3 SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.;
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vec3 SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, vec3(f0));
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if(iswater > 0.0){
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fresnel = mix(f0, 1.0, fresnel);
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vec3 wrefl = mat3(gbufferModelViewInverse)*reflectedVector;
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// SSR, Sky, and Sun reflections
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#ifdef WATER_BACKGROUND_SPECULAR
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SkyReflection = skyCloudsFromTex(wrefl,colortex4).rgb / 150. * 5.;
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#endif
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#ifdef WATER_SUN_SPECULAR
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SunReflection = Direct_lighting * GGX(normal, -normalize(fragpos), lightSign*sunVec, roughness, vec3(f0));
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#endif
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#ifdef SCREENSPACE_REFLECTIONS
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vec3 rtPos = rayTrace(reflectedVector,fragpos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1);
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if (rtPos.z < 1.){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
|
||||
Reflections.a = 1.0;
|
||||
Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb;
|
||||
if(iswater > 0.0){
|
||||
vec3 rtPos = rayTrace(reflectedVector,fragpos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1);
|
||||
if (rtPos.z < 1.){
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
|
||||
Reflections.a = 1.0;
|
||||
Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
|
||||
|
||||
Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a);
|
||||
Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor);
|
||||
Reflections_Final += SunReflection * lightleakfix;
|
||||
|
||||
gl_FragData[0].rgb = Reflections_Final;
|
||||
|
||||
//correct alpha channel with fresnel
|
||||
gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
|
||||
|
||||
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.);
|
||||
|
||||
} else {
|
||||
gl_FragData[0].rgb = FinalColor;
|
||||
}
|
||||
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
|
||||
|
||||
Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a);
|
||||
Reflections_Final = mix(FinalColor, Reflections_Final, fresnel * visibilityFactor);
|
||||
Reflections_Final += SunReflection * lightleakfix;
|
||||
|
||||
gl_FragData[0].rgb = Reflections_Final;
|
||||
|
||||
//correct alpha channel with fresnel
|
||||
float alpha0 = gl_FragData[0].a;
|
||||
gl_FragData[0].a = mix(alpha0, 1.0, fresnel);
|
||||
|
||||
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.);
|
||||
|
||||
} else {
|
||||
#else
|
||||
gl_FragData[0].rgb = FinalColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef HAND
|
||||
gl_FragData[1] = vec4(Albedo,iswater);
|
||||
|
@ -11,6 +11,12 @@ Read the terms of modification and sharing before changing something below pleas
|
||||
!! DO NOT REMOVE !!
|
||||
*/
|
||||
|
||||
flat varying vec3 averageSkyCol_Clouds;
|
||||
flat varying vec3 averageSkyCol;
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
|
||||
|
||||
varying vec4 lmtexcoord;
|
||||
varying vec4 color;
|
||||
varying vec4 normalMat;
|
||||
@ -33,9 +39,6 @@ uniform float sunElevation;
|
||||
|
||||
varying vec4 tangent_other;
|
||||
|
||||
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
|
||||
flat varying vec3 avgAmbient;
|
||||
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform int framemod8;
|
||||
@ -149,5 +152,7 @@ void main() {
|
||||
|
||||
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
|
||||
|
||||
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
|
||||
|
||||
}
|
||||
|
@ -1,43 +1,245 @@
|
||||
option.indirect_effect = Indirect Lighting
|
||||
value.indirect_effect.0 = Vanilla AO
|
||||
value.indirect_effect.1 = SSAO
|
||||
value.indirect_effect.2 = GTAO
|
||||
value.indirect_effect.3 = RTAO
|
||||
value.indirect_effect.4 = SSGI
|
||||
|
||||
option.ambientOcclusionLevel = Vanilla AO Amount
|
||||
option.ambient_brightness = Ambient Light Brightness
|
||||
option.MIN_LIGHT_AMOUNT = Minimum Light Brightness
|
||||
|
||||
option.ambient_colortype = Coloring Type
|
||||
value.ambient_colortype.0 = Temperature
|
||||
value.ambient_colortype.1 = RGB
|
||||
screen.Sun_and_Moon_Colors = Sun/Moon Colors
|
||||
option.sunPathRotation = Sun Angle
|
||||
option.sun_illuminance = Sun Illuminance
|
||||
option.moon_illuminance = Moon Illuminance
|
||||
|
||||
|
||||
option.SSS_TYPE = SSS Mode
|
||||
value.SSS_TYPE.0 = RTX
|
||||
value.SSS_TYPE.1 = Hardcoded only
|
||||
value.SSS_TYPE.2 = Hardcoded + LabSSS
|
||||
value.SSS_TYPE.3 = LabSSS only
|
||||
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
|
||||
screen.Direct_Light = Direct Light
|
||||
screen.Filtering = Shadow Filtering Settings
|
||||
screen.Shadows = Shadows
|
||||
option.SCREENSPACE_CONTACT_SHADOWS = Contact Shadows
|
||||
option.shadowMapResolution = Shadow Resolution
|
||||
option.shadowDistance = Shadow Distance
|
||||
|
||||
option.EMISSIVE_TYPE = Emission Mode
|
||||
value.EMISSIVE_TYPE.0 = No emission
|
||||
value.EMISSIVE_TYPE.1 = Hardcoded only
|
||||
value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
|
||||
value.EMISSIVE_TYPE.3 = Lab Emission only
|
||||
option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
|
||||
|
||||
screen.Subsurface_Scattering = Sub-Surface Scattering
|
||||
option.LabSSS_Curve = LabSSS Curve
|
||||
option.Ambient_SSS = SSS from the sky
|
||||
option.ambientsss_brightness = Sky SSS Brightness
|
||||
option.SSS_TYPE = Mode
|
||||
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
|
||||
value.SSS_TYPE.0 = RTX
|
||||
value.SSS_TYPE.1 = Hardcoded only
|
||||
value.SSS_TYPE.2 = Hardcoded + LabSSS
|
||||
value.SSS_TYPE.3 = LabSSS only
|
||||
|
||||
|
||||
screen.Ambient_light = Ambient Light
|
||||
option.AO_Strength = AO Multiplier
|
||||
option.GI_Strength = GI Multiplier
|
||||
option.HQ_SSGI = Long Range SSGI
|
||||
option.Hand_Held_lights = Hand Held Light
|
||||
option.indirect_effect = Indirect Lighting
|
||||
value.indirect_effect.0 = Vanilla AO
|
||||
value.indirect_effect.1 = SSAO
|
||||
value.indirect_effect.2 = GTAO
|
||||
value.indirect_effect.3 = RTAO
|
||||
value.indirect_effect.4 = SSGI
|
||||
|
||||
screen.Ambient_Colors = Ambient Light Color
|
||||
option.ambient_temp = Tempurature
|
||||
option.AmbientLight_R = Red Amount
|
||||
option.AmbientLight_G = Green Amount
|
||||
option.AmbientLight_B = Blue Amount
|
||||
option.ambient_colortype = Coloring Type
|
||||
value.ambient_colortype.0 = Temperature
|
||||
value.ambient_colortype.1 = RGB
|
||||
|
||||
screen.Torch_Colors = Torch Color
|
||||
option.TORCH_AMOUNT = Torch Light Multiplier
|
||||
option.TORCH_R = Red Amount
|
||||
option.TORCH_G = Green Amount
|
||||
option.TORCH_B = Blue Amount
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
option.ambientOcclusionLevel = Vanilla AO Amount
|
||||
option.ambient_brightness = Ambient Light Brightness
|
||||
option.MIN_LIGHT_AMOUNT = Minimum Light Brightness
|
||||
|
||||
|
||||
|
||||
screen.Fog = Fog Settings
|
||||
option.VL_RENDER_RESOLUTION = Fog Resolution Scaling
|
||||
option.VL_SAMPLES = Fog Samples
|
||||
option.BLOOMY_FOG = Bloomy Fog Multiplier
|
||||
option.Haze_amount = Atmospheric Haze Density
|
||||
option.RainFog_amount = Rain Fog Multiplier
|
||||
option.Cloud_Fog = Fog Inside Clouds
|
||||
option.BorderFog = Chunk Border Fog
|
||||
|
||||
screen.TOD_fog = Time Of Day Fog
|
||||
option.TOD_Fog_mult = Fog Density Multiplier
|
||||
option.Morning_Uniform_Fog = Morning Fog Density
|
||||
option.Noon_Uniform_Fog = Noon Fog Density
|
||||
option.Evening_Uniform_Fog = Evening Fog Density
|
||||
option.Night_Uniform_Fog = Night Fog Density
|
||||
|
||||
option.Morning_Cloudy_Fog = Cloudy Morning Fog Density
|
||||
option.Noon_Cloudy_Fog = Cloudy Noon Fog Density
|
||||
option.Evening_Cloudy_Fog = Cloudy Evening Fog Density
|
||||
option.Night_Cloudy_Fog = Cloudy Night Fog Density
|
||||
|
||||
screen.Biome_Fog = Biome Specific Fog
|
||||
option.Biome_specific_environment = Biome Specific Fog
|
||||
|
||||
screen.Cave_Fog = Cave Fog
|
||||
option.Cave_Fog = Cave Fog
|
||||
option.CaveFogFallOff = Fog Falloff
|
||||
option.CaveFogColor_R = Fog R
|
||||
option.CaveFogColor_G = Fog G
|
||||
option.CaveFogColor_B = Fog B
|
||||
|
||||
|
||||
screen.Clouds = Cloud Settings
|
||||
option.VOLUMETRIC_CLOUDS = Volumetric Clouds
|
||||
option.CLOUDS_QUALITY = Cloud Resolution Scaling
|
||||
option.CLOUDS_SHADOWS = Cloud Shadows
|
||||
option.Daily_Weather = Daily Weather
|
||||
option.Cloud_Speed = Cloud Speed Multiplier
|
||||
option.Rain_coverage = Coverage When Raining
|
||||
|
||||
option.Cumulus = Cumulus Clouds
|
||||
option.Cumulus_coverage = Coverage
|
||||
option.Cumulus_density = Density
|
||||
option.Cumulus_height = Cumulus Height
|
||||
|
||||
option.Altostratus = Altostratus Clouds
|
||||
option.Alto_coverage = Coverage
|
||||
option.Alto_density = Density
|
||||
|
||||
|
||||
screen.Climate = Climate Settings
|
||||
option.Seasons = Seasonal Colors
|
||||
option.Season_Length = Season Length (In Days)
|
||||
option.Snowy_Winter = Snow During Winter
|
||||
screen.Summer_colors = Summer Colors
|
||||
option.Summer_R = Red Amount
|
||||
option.Summer_G = Green Amount
|
||||
option.Summer_B = Blue Amount
|
||||
option.Summer_Leaf_R = Red Amount (for leaves)
|
||||
option.Summer_Leaf_G = Green Amount (for leaves)
|
||||
option.Summer_Leaf_B = Blue Amount (for leaves)
|
||||
|
||||
screen.Fall_colors = Fall Colors
|
||||
option.Fall_R = Red Amount
|
||||
option.Fall_G = Green Amount
|
||||
option.Fall_B = Blue Amount
|
||||
option.Fall_Leaf_R = Red Amount (for leaves)
|
||||
option.Fall_Leaf_G = Green Amount (for leaves)
|
||||
option.Fall_Leaf_B = Blue Amount (for leaves)
|
||||
|
||||
screen.Winter_colors = Winter Colors
|
||||
option.Winter_R = Red Amount
|
||||
option.Winter_G = Green Amount
|
||||
option.Winter_B = Blue Amount
|
||||
option.Winter_Leaf_R = Red Amount (for leaves)
|
||||
option.Winter_Leaf_G = Green Amount (for leaves)
|
||||
option.Winter_Leaf_B = Blue Amount (for leaves)
|
||||
|
||||
screen.Spring_colors = Spring Colors
|
||||
option.Spring_R = Red Amount
|
||||
option.Spring_G = Green Amount
|
||||
option.Spring_B = Blue Amount
|
||||
option.Spring_Leaf_R = Red Amount (for leaves)
|
||||
option.Spring_Leaf_G = Green Amount (for leaves)
|
||||
option.Spring_Leaf_B = Blue Amount (for leaves)
|
||||
|
||||
|
||||
|
||||
screen.World = World
|
||||
screen.Water = Water Settings
|
||||
option.WATER_REFLECTIONS = Specular Reflections for Water
|
||||
option.SCREENSPACE_REFLECTIONS = Screen-Space Reflections
|
||||
option.SSR_STEPS = SSR Quality
|
||||
option.WATER_SUN_SPECULAR = Sun/Moon Reflections
|
||||
option.WATER_BACKGROUND_SPECULAR = Sky/Fog Reflections
|
||||
option.Refraction = Refraction In Water/Glass
|
||||
option.Dirt_Amount = Dirt Amount
|
||||
option.Water_Top_Layer = Ocean Y coordinate
|
||||
|
||||
screen.Water_fog_color = Water Fog Settings
|
||||
option.Dirt_Scatter_R = Scatter Red (dirt)
|
||||
option.Dirt_Scatter_G = Scatter Green (dirt)
|
||||
option.Dirt_Scatter_B = Scatter Blue (dirt)
|
||||
option.Dirt_Absorb_R = Absorb Red (dirt)
|
||||
option.Dirt_Absorb_G = Absorb Green (dirt)
|
||||
option.Dirt_Absorb_B = Absorb Blue (dirt)
|
||||
option.Water_Absorb_R = Absorb Red (water)
|
||||
option.Water_Absorb_G = Absorb Green (water)
|
||||
option.Water_Absorb_B = Absorb Blue (water)
|
||||
|
||||
|
||||
screen.Post_Processing = Post Processing
|
||||
screen.TAA_OPTIONS = Anti-Aliasing Settings
|
||||
option.SCREENSHOT_MODE = Screenshot Mode
|
||||
option.TAA = TAA
|
||||
option.BLEND_FACTOR = Blend Factor
|
||||
option.TAA_UPSCALING = Temporal Upscaling
|
||||
option.SCALE_FACTOR = Scale Factor
|
||||
|
||||
screen.Tonemapping = Tone-Map/Color Settings
|
||||
|
||||
screen.Exposure = Exposure Settings
|
||||
screen.DepthOfField = Depth Of Field Settings
|
||||
screen.Purkinje_effect = Purkinje Effect Settings
|
||||
|
||||
option.SHARPENING = CAS Sharpening amount
|
||||
option.BLOOM_STRENGTH = Bloom Multiplier
|
||||
|
||||
|
||||
|
||||
screen.Misc_Settings = Misc. Settings
|
||||
|
||||
|
||||
screen.LabPBR = Lab PBR
|
||||
screen.Reflections = Specular Reflections
|
||||
option.Specular_Reflections = Specular Reflections
|
||||
option.Screen_Space_Reflections = Screen-Space Reflections
|
||||
option.Rough_reflections = Detailed Roughness
|
||||
option.Sky_reflection = Sky/Fog in Reflections
|
||||
option.Dynamic_SSR_quality = Dynamic SSR Quality
|
||||
option.Roughness_Threshold = Reflection Threshold
|
||||
option.Sun_specular_Strength = Sun Reflection Multiplier
|
||||
option.reflection_quality = SSR Quality
|
||||
|
||||
screen.Emissives = Emissives
|
||||
option.Emissive_Brightness = Emission Multiplier
|
||||
option.Emissive_Curve = Emission Curve
|
||||
option.EMISSIVE_TYPE = Mode
|
||||
option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not.
|
||||
value.EMISSIVE_TYPE.0 = No emission
|
||||
value.EMISSIVE_TYPE.1 = Hardcoded only
|
||||
value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
|
||||
value.EMISSIVE_TYPE.3 = Lab Emission only
|
||||
|
||||
|
||||
screen.POM = Parallax Occlusion Mapping / POM
|
||||
option.POM = Parallax Occlusion Mapping
|
||||
option.MAX_ITERATIONS = Quality
|
||||
option.POM_DEPTH = Depth
|
||||
option.MAX_DIST = Maximum Distance
|
||||
option.Adaptive_Step_length = Dynamic Quality
|
||||
option.Horrible_slope_normals = Horrible Slope Normals
|
||||
|
||||
|
||||
screen.Porosity = Porosity / Puddles
|
||||
option.Porosity = Porosity
|
||||
option.Puddles = Puddles
|
||||
option.Puddle_Size = Puddle Size Multiplier
|
||||
|
||||
|
||||
option.DOF_QUALITY=Depth Of Field
|
||||
value.DOF_QUALITY.-1=Off
|
||||
value.DOF_QUALITY.0=Hexagonal
|
||||
value.DOF_QUALITY.1=Low
|
||||
value.DOF_QUALITY.2=Medium
|
||||
value.DOF_QUALITY.3=High
|
||||
value.DOF_QUALITY.4=Ultra
|
||||
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
|
||||
value.DOF_QUALITY.-1=Off
|
||||
value.DOF_QUALITY.0=Hexagonal
|
||||
value.DOF_QUALITY.1=Low
|
||||
value.DOF_QUALITY.2=Medium
|
||||
value.DOF_QUALITY.3=High
|
||||
value.DOF_QUALITY.4=Ultra
|
||||
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
|
||||
|
||||
|
||||
option.AEROCHROME_MODE=Aerochrome Mode
|
||||
option.AEROCHROME_MODE.comment=Infrared Film. Google "Aerochrome" to get an idea of what it does.
|
||||
|
@ -20,6 +20,7 @@
|
||||
#define Water_Top_Layer 62.90 // When under water and when lightMapDepthEstimate is turned off. Assumes the top layer of the water is at this height (minecraft y position) for underwater lighting calculations. If not set correctly, underwater will look incorrect.[0.90 1.90 2.90 3.90 4.90 5.90 6.90 7.90 8.90 9.90 10.90 11.90 12.90 13.90 14.90 15.90 16.90 17.90 18.90 19.90 20.90 21.90 22.90 23.90 24.90 25.90 26.90 27.90 28.90 29.90 30.90 31.90 32.90 33.90 34.90 35.90 36.90 37.90 38.90 39.90 40.90 41.90 42.90 43.90 44.90 45.90 46.90 47.90 48.90 49.90 50.90 51.90 52.90 53.90 54.90 55.90 56.90 57.90 58.90 59.90 60.90 61.90 62.90 63.90 64.90 65.90 66.90 67.90 68.90 69.90 70.90 71.90 72.90 73.90 74.90 75.90 76.90 77.90 78.90 79.90 80.90 81.90 82.90 83.90 84.90 85.90 86.90 87.90 88.90 89.90 90.90 91.90 92.90 93.90 94.90 95.90 96.90 97.90 98.90 99.90 100.90 101.90 102.90 103.90 104.90 105.90 106.90 107.90 108.90 109.90 110.90 111.90 112.90 113.90 114.90 115.90 116.90 117.90 118.90 119.90 120.90 121.90 122.90 123.90 124.90 125.90 126.90 127.90 128.90 129.90 130.90 131.90 132.90 133.90 134.90 135.90 136.90 137.90 138.90 139.90 140.90 141.90 142.90 143.90 144.90 145.90 146.90 147.90 148.90 149.90 150.90 151.90 152.90 153.90 154.90 155.90 156.90 157.90 158.90 159.90 160.90 161.90 162.90 163.90 164.90 165.90 166.90 167.90 168.90 169.90 170.90 171.90 172.90 173.90 174.90 175.90 176.90 177.90 178.90 179.90 180.90 181.90 182.90 183.90 184.90 185.90 186.90 187.90 188.90 189.90 190.90 191.90 192.90 193.90 194.90 195.90 196.90 197.90 198.90 199.90]
|
||||
//#define lightMapDepthEstimation // If turned off, will use the player eye position and the Water_Top_Layer option to determine how deep the player is in water. It can look wrong in a lot of cases, and using minecraft light levels instead improves this but will look worse in oceans, lakes and rivers.
|
||||
//#define Vanilla_like_water // vanilla water texture along with shader water stuff
|
||||
|
||||
#define Texture_MipMap_Bias 0.0 // Uses a another mip level for textures. When reduced will increase texture detail but may induce a lot of shimmering. [-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]
|
||||
|
||||
// --- AMBIENT LIGHT ---
|
||||
@ -156,7 +157,7 @@
|
||||
#define Adaptive_Step_length // make only used parts of the POM depth get samples, to increase overall quality. DOWNSIDE: at sheer angles, it looks kinda buggy.
|
||||
//#define Horrible_slope_normals // really only good on low resoltution packs. alot of aliasing/flickering at high resoltions
|
||||
#define POM_DEPTH 0.25 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] // IN METERS. Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0
|
||||
#define MAX_ITERATIONS 50 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance)
|
||||
#define MAX_ITERATIONS 35 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance)
|
||||
#define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated
|
||||
|
||||
// #define Porosity
|
||||
@ -295,12 +296,18 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
|
||||
#define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10]
|
||||
#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 ]
|
||||
#define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
|
||||
#define SCREENSPACE_REFLECTIONS //can be really expensive at high resolutions/render quality, especially on ice
|
||||
|
||||
#define SSR_STEPS 30 //[10 15 20 25 30 35 40 50 100 200 400]
|
||||
#define SUN_MICROFACET_SPECULAR // If enabled will use realistic rough microfacet model, else will just reflect the sun. No performance impact.
|
||||
#define USE_QUARTER_RES_DEPTH // Uses a quarter resolution depth buffer to raymarch screen space reflections, improves performance but may introduce artifacts
|
||||
#define Dynamic_SSR_quality // rougher reflections have lower quality. this improves performance a bit in alot of scenes
|
||||
|
||||
#define WATER_REFLECTIONS
|
||||
#define WATER_BACKGROUND_SPECULAR
|
||||
#define WATER_SUN_SPECULAR
|
||||
#define SCREENSPACE_REFLECTIONS //can be really expensive at high resolutions/render quality, especially on ice
|
||||
|
||||
|
||||
#ifdef Specular_Reflections
|
||||
#define Puddles // yes
|
||||
#endif
|
||||
@ -423,4 +430,5 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
|
||||
#define Lightning_R 0.3 // [ 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 Lightning_G 0.6 // [ 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 Lightning_B 1.0 // [ 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 PhysicsMod_support // CURRENTLY BREAKS THE WHOLE SHADER WITH AMD
|
||||
|
||||
// #define PhysicsMod_support // WARNING: this may or may not visually mess up the whole shader on AMD devices. if you dont see any weirdness then it's fine
|
@ -44,7 +44,7 @@ alphaTest.gbuffers_hand=true
|
||||
sliders = 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 WeatherDay 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 Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult 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 SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 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 SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase 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 RENDER_SCALE_X RENDER_SCALE_Y 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 cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
|
||||
screen.columns=2
|
||||
screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate] <empty> <empty> PhysicsMod_support
|
||||
screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate] <empty> <empty> PhysicsMod_support [LabPBR]
|
||||
|
||||
# screen = [Direct_Light] [World]
|
||||
# [Ambient_light] [Fog]
|
||||
@ -57,17 +57,17 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
|
||||
|
||||
screen.Shadows.columns=1
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance
|
||||
|
||||
screen.Subsurface_Scattering.columns=1
|
||||
screen.Subsurface_Scattering = Variable_Penumbra_Shadows Ambient_SSS <empty> SSS_TYPE LabSSS_Curve <empty> mob_SSS misc_block_SSS ambientsss_brightness
|
||||
screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> Ambient_SSS ambientsss_brightness
|
||||
|
||||
screen.Filtering.columns=1
|
||||
screen.Filtering = Variable_Penumbra_Shadows VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Max_Filter_Depth SHADOW_FILTER_SAMPLE_COUNT
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength Ambient_SSS ambientOcclusionLevel HQ_SSGI ambientsss_brightness Hand_Held_lights
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI Hand_Held_lights
|
||||
|
||||
screen.Torch_Colors.columns=1
|
||||
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <empty> TORCH_R TORCH_G TORCH_B
|
||||
@ -79,22 +79,22 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
######## WORLD
|
||||
screen.World.columns=1
|
||||
screen.World = [LabPBR] [Waving_Stuff] [Water] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
|
||||
screen.World = [Water] [Waving_Stuff] [LabPBR] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
|
||||
### SPECULARS
|
||||
screen.Reflections.columns=2
|
||||
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
|
||||
### WAVING STUFF
|
||||
screen.Waving_Stuff.columns=1
|
||||
screen.Waving_Stuff = WAVY_STRENGTH WAVY_SPEED WAVY_PLANTS
|
||||
screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED
|
||||
## POM
|
||||
screen.POM.columns=1
|
||||
screen.POM = POM MAX_ITERATIONS POM_DEPTH MAX_DIST Adaptive_Step_length Horrible_slope_normals
|
||||
screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
|
||||
|
||||
|
||||
|
||||
######## CLIMATE
|
||||
screen.Climate.columns=1
|
||||
screen.Climate = Daily_Weather Biome_specific_environment [Seasons]
|
||||
screen.Climate = [Seasons] Biome_specific_environment Daily_Weather
|
||||
|
||||
## BIOME SPECIFICS
|
||||
screen.Biome_Fog.columns=1
|
||||
@ -132,12 +132,14 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
### CLOUDS
|
||||
screen.Clouds.columns=2
|
||||
# screen.Clouds = VOLUMETRIC_CLOUDS Altostratus cloud_LevelOfDetail cloud_ShadowLevelOfDetail CLOUDS_QUALITY cloudDensity cloudCoverage Rain_coverage fbmAmount fbmPower1 fbmPower2 Cloud_top_cutoff Cloud_base_cutoff Shadow_brightness self_shadow_samples CLOUDS_SHADOWS VL_CLOUDS_SHADOWS
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density Cumulus_height CLOUDS_SHADOWS Cloud_Speed Rain_coverage Cloud_Fog Daily_Weather
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY CLOUDS_SHADOWS Daily_Weather Cloud_Speed Rain_coverage <empty> <empty> Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density Cumulus_height
|
||||
|
||||
### FOG
|
||||
screen.Fog.columns=1
|
||||
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES BLOOMY_FOG Haze_amount RainFog_amount [TOD_fog] [Biome_Fog] [Cave_Fog] BorderFog Cloud_Fog
|
||||
screen.Fog.columns=2
|
||||
screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog [Biome_Fog] BorderFog [Cave_Fog]
|
||||
|
||||
|
||||
|
||||
screen.TOD_fog.columns=2
|
||||
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
||||
|
||||
@ -148,18 +150,18 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Fog_Color = fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
|
||||
|
||||
### WATER
|
||||
screen.Water.columns=1
|
||||
screen.Water = Refraction Vanilla_like_water Dirt_Amount Dirt_Mie_Phase rayMarchSampleCount SCREENSPACE_REFLECTIONS SSR_STEPS USE_QUARTER_RES_DEPTH SUN_MICROFACET_SPECULAR Water_Top_Layer lightMapDepthEstimation [Water_fog_color]
|
||||
screen.Water.columns=2
|
||||
screen.Water = WATER_REFLECTIONS Refraction WATER_SUN_SPECULAR Vanilla_like_water SCREENSPACE_REFLECTIONS SSR_STEPS WATER_BACKGROUND_SPECULAR Dirt_Amount [Water_fog_color] Water_Top_Layer
|
||||
|
||||
screen.Water_fog_color.columns=1
|
||||
screen.Water_fog_color = 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
|
||||
|
||||
######## POST
|
||||
screen.Post_Processing.columns=1
|
||||
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <empty> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
|
||||
screen.Post_Processing.columns=2
|
||||
screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [Editing] SHARPENING BLOOM_STRENGTH
|
||||
### TAA
|
||||
screen.TAA_OPTIONS.columns = 1
|
||||
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
|
||||
screen.TAA_OPTIONS= SCREENSHOT_MODE <empty> TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
|
||||
### DOF
|
||||
screen.DepthOfField.columns = 1
|
||||
screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY
|
||||
@ -191,7 +193,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
|
||||
|
||||
screen.Porosity.columns = 1
|
||||
screen.Porosity = Puddles Puddle_Size Porosity
|
||||
screen.Porosity = Porosity <emty> Puddles Puddle_Size
|
||||
|
||||
screen.Sun_and_Moon_Colors.columns = 1
|
||||
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
|
||||
|
Loading…
Reference in New Issue
Block a user