mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
make puddles go away in places it shouldnt be
This commit is contained in:
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a2115c420d
commit
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@ -1062,8 +1062,17 @@ void main() {
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#ifdef Seasons
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#ifdef Seasons
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#ifdef Snowy_Winter
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#ifdef Snowy_Winter
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vec3 snow_p3 = p3 + cameraPosition;
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float SnowPatches = densityAtPosSNOW(vec3(snow_p3.x,snow_p3.y/48.,snow_p3.z) *250);
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vec3 snow_p3 = p3 + cameraPosition ;
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snow_p3 /= 75.0;
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float resolution = 1000.;
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snow_p3 = (fract(snow_p3 * resolution) / resolution) - snow_p3;
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float SnowPatches = texture2D(noisetex, snow_p3.xz).r;
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// float SnowPatches = densityAtPosSNOW(snow_p3);
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SnowPatches = 1.0 - clamp( exp(pow(SnowPatches,3.5) * -100.0) ,0,1);
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SnowPatches = 1.0 - clamp( exp(pow(SnowPatches,3.5) * -100.0) ,0,1);
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SnowPatches *= clamp(sqrt(normal.y),0,1) * clamp(pow(lightmap.y,25)*25,0,1);
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SnowPatches *= clamp(sqrt(normal.y),0,1) * clamp(pow(lightmap.y,25)*25,0,1);
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@ -72,9 +72,11 @@ void main() {
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WinterTimeForSnow = 0.0;
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WinterTimeForSnow = 0.0;
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#ifdef Snowy_Winter
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#ifdef Seasons
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vec3 color1 = vec3(0.0);
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#ifdef Snowy_Winter
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vec3 color2 = color1;
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vec3 color1 = vec3(0.0);
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YearCycleColor(color1, color2, WinterTimeForSnow);
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vec3 color2 = color1;
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YearCycleColor(color1, color2, WinterTimeForSnow);
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#endif
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#endif
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#endif
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}
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}
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@ -118,7 +118,7 @@ void main() {
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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col = (mix(col,bloom,VL_abs)+bloom*lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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col = (mix(col,bloom,VL_abs)+bloom * lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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//Purkinje Effect
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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float lum = dot(col,vec3(0.15,0.3,0.55));
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@ -184,7 +184,12 @@ void main() {
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
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vec4 data_opaque = texture2D(colortex1,texcoord);
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vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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vec2 lightmap = dataUnpacked1.yz;
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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@ -275,11 +280,12 @@ void main() {
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color *= vl.a;
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color *= vl.a;
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color += vl.rgb;
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color += vl.rgb;
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - rainDrops ,0.,1.); // bloomy rain effect
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gl_FragData[0].r = vl.a;
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gl_FragData[0].r = vl.a;
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/// lava.
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/// lava.
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@ -105,7 +105,7 @@ void main() {
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float cloudOcclusion = 0.0;
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float cloudOcclusion = 0.0;
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if(TEXTURE.a > 0.0) cloudOcclusion = 1.0 - GetCloudSkyOcclusion(p3 + cameraPosition)*0.9;
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if(TEXTURE.a > 0.0) cloudOcclusion = 1.0 - GetCloudSkyOcclusion(p3 + cameraPosition)*0.9;
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gl_FragData[1].a = TEXTURE.a * cloudOcclusion; // for bloomy rain and stuff
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gl_FragData[1].a = TEXTURE.a * cloudOcclusion ; // for bloomy rain and stuff
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#ifndef WEATHER
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#ifndef WEATHER
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@ -87,6 +87,7 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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#endif
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uniform float noPuddleAreas;
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// float interleaved_gradientNoise(){
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// float interleaved_gradientNoise(){
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@ -262,14 +263,15 @@ void main() {
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float torchlightmap = lmtexcoord.z;
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float torchlightmap = lmtexcoord.z;
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#ifdef Hand_Held_lights
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#ifdef Hand_Held_lights
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0));
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// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = mix(torchlightmap, HELD_ITEM_BRIGHTNESS, clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0));
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if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = clamp(torchlightmap + HELD_ITEM_BRIGHTNESS * clamp( max(1.0-length(fragpos)/10,0.0) * 0.7 ,0.0,1.0),0.0,1.0);
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#endif
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#endif
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float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
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float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
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float rainfall = rainStrength ;
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float rainfall = rainStrength * noPuddleAreas;
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float Puddle_shape = 0.;
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float Puddle_shape = 0.;
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#ifndef ENTITIES
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#ifndef ENTITIES
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@ -454,7 +456,7 @@ void main() {
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if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
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if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
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#endif
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#endif
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vec4 data1 = clamp(encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)),0.,1.0);
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vec4 data1 = clamp(encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/(30.0 * (1+ (1-RENDER_SCALE.x)))) + vec2(torchlightmap,lmtexcoord.w)),0.,1.0);
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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[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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gl_FragData[1].a = 0.0;
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@ -598,7 +600,7 @@ void main() {
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////////////////////////////////
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////////////////////////////////
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// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/ (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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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[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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@ -207,12 +207,14 @@ void main() {
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blockID = mc_Entity.x;
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blockID = mc_Entity.x;
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velocity = at_velocity;
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velocity = at_velocity;
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NameTags = 0;
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// #ifdef ENTITIES
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// #ifdef ENTITIES
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// NameTags = 0;
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// // try and single out nametag text and then discard nametag background
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// // try and single out nametag text and then discard nametag background
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// if( dot(gl_Color.rgb, vec3(0.35)) < 1.0) NameTags = 1;
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// // if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;
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// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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// // if(gl_Color.a < 1.0) NameTags = 1;
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// // if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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// #endif
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// #endif
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@ -220,6 +222,8 @@ void main() {
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/////// ----- EMISSIVE STUFF ----- ///////
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/////// ----- EMISSIVE STUFF ----- ///////
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EMISSIVE = 0.0;
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EMISSIVE = 0.0;
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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// normal block lightsources
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if(mc_Entity.x == 10005) EMISSIVE = 0.3;
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if(mc_Entity.x == 10005) EMISSIVE = 0.3;
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@ -404,7 +404,11 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.));
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vec3 ambientCoefs = WS_normal/dot(abs(WS_normal),vec3(1.));
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float skylight = clamp(abs(ambientCoefs.y+1),0.35,2.0) ;
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float skylight = clamp(abs(ambientCoefs.y+1),0.35,2.0) ;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, skylight);
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vec2 lightmaps2 = lmtexcoord.zw;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, 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 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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vec3 FinalColor = (Direct_lighting + Indirect_lighting) * Albedo;
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@ -30,7 +30,7 @@
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#define AmbientLight_G 0.86 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define AmbientLight_G 0.86 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define AmbientLight_B 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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#define AmbientLight_B 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
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// #define BorderFog // aaaaaaaaaaaaaaaaaaaaaaa
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// #define BorderFog // aaaaaaaaaaaaaaaaaaaaaaa
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#define MIN_LIGHT_AMOUNT 1.0 //[0.0 0.5 1.0 1.5 2.0 3.0 4.0 5.0]
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#define MIN_LIGHT_AMOUNT 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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 4.0 5.0]
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// #define Glass_Tint // multiply the background through glass by the color of the glass for a strong tint.
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// #define Glass_Tint // multiply the background through glass by the color of the glass for a strong tint.
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// #define ambientLight_only // THIS IS A DEBUG VIEW. turn the sunlight off. DOES NOT increase performance, the shadows are still working in the background
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// #define ambientLight_only // THIS IS A DEBUG VIEW. turn the sunlight off. DOES NOT increase performance, the shadows are still working in the background
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#define SEPARATE_AO
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#define SEPARATE_AO
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#include "/lib/climate_settings.glsl"
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#include "/lib/climate_settings.glsl"
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// #ifdef Daily_Weather
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// uniform float CloudHeight;
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// #endif
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float CumulusHeight = Cumulus_height;
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float CumulusHeight = Cumulus_height;
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float MaxCumulusHeight = CumulusHeight + 100;
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float MaxCumulusHeight = CumulusHeight + 100;
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float AltostratusHeight = 2000;
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float AltostratusHeight = 2000;
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float rainCloudwetness = rainStrength;
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float rainCloudwetness = rainStrength;
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float cloud_movement = frameTimeCounter * Cloud_Speed;
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float cloud_movement = frameTimeCounter * Cloud_Speed;
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SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
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SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
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MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
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MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
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if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SunCol = SunColor;
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vec3 Fog_SunCol = SunColor;
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@ -295,7 +297,7 @@ vec4 InsideACloudFog(
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for (int j=0; j < 3; j++){
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.015) * (1 + Dither.y/2 + j);
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float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
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float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
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@ -201,7 +201,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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######## moonphase based weather
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######## moonphase based weather
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# in seconds...
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# in seconds...
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variable.int.TransitionTime = 100
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variable.int.TransitionTime = 5
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uniform.float.Cumulus_Cov = smooth(1, if( \
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uniform.float.Cumulus_Cov = smooth(1, if( \
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moonPhase == 0, 0.7, \
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moonPhase == 0, 0.7, \
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@ -253,7 +253,15 @@ uniform.float.Cloudy_Den = smooth(5, if( \
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moonPhase == 6, 5, \
|
moonPhase == 6, 5, \
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0 ), TransitionTime, TransitionTime)
|
0 ), TransitionTime, TransitionTime)
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||||||
|
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|
# uniform.float.CloudHeight = smooth(5, if( \
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|
# moonPhase == 0, 1.0, \
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||||||
|
# moonPhase == 1, 0.5, \
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||||||
|
# moonPhase == 2, 1.0, \
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||||||
|
# moonPhase == 3, 1.5, \
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||||||
|
# moonPhase == 4, 1.0, \
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||||||
|
# moonPhase == 5, 1.0, \
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||||||
|
# moonPhase == 6, 1.0, \
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||||||
|
# 1.0 ), TransitionTime, TransitionTime)
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||||||
|
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||||||
|
|
||||||
# Biome uniforms
|
# Biome uniforms
|
||||||
@ -271,6 +279,7 @@ uniform.float.isSoulValley = smooth(13, if(in(biome,54), 1,0), 5, 5)
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|||||||
uniform.float.isBasaltDelta = smooth(14, if(in(biome,55), 1,0), 5, 5)
|
uniform.float.isBasaltDelta = smooth(14, if(in(biome,55), 1,0), 5, 5)
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||||||
|
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||||||
|
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||||||
|
uniform.float.noPuddleAreas = smooth( if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 16, 37, 39, 48), 0,1), 5,5)
|
||||||
|
|
||||||
# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
|
# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user