stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling

This commit is contained in:
Xonk 2024-03-23 18:29:25 -04:00
parent f071204fc9
commit 7811e25236
8 changed files with 17 additions and 15 deletions

View File

@ -42,7 +42,7 @@
block.10008 = minecraft:grass_block:snowy=false block.10008 = minecraft:grass_block:snowy=false
####### ----- lightsources ----- ####### ####### ----- lightsources ----- #######
block.10005 = minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:blast_furnace:lit=true minecraft:furnace:lit=true minecraft:lava_cauldron minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire \ block.10005 = minecraft:sculk_sensor:sculk_sensor_phase=active minecraft:soul_fire minecraft:soul_campfire:lit=true minecraft:cave_vines_plant:berries=true minecraft:soul_lantern minecraft:soul_torch minecraft:soul_wall_torch minecraft:conduit minecraft:beacon minecraft:sea_pickle minecraft:respawn_anchor:charges=4 minecraft:smoker:lit=true minecraft:sea_lantern minecraft:cave_vines:berries=true minecraft:glowstone minecraft:torch minecraft:wall_torch minecraft:lava minecraft:fire minecraft:redstone_torch minecraft:redstone_wall_torch minecraft:jack_o_lantern minecraft:magma_block minecraft:redstone_lamp:lit=true minecraft:lantern minecraft:campfire:lit=true minecraft:shroomlight minecraft:end_rod minecraft:end_gateway minecraft:lava minecraft:fire \
\ \
westerosblocks:safe_fire \ westerosblocks:safe_fire \
\ \

View File

@ -202,8 +202,8 @@ void main() {
/////// ----- RANDOM STUFF ----- /////// /////// ----- RANDOM STUFF ----- ///////
// gl_TextureMatrix[0] for animated things like charged creepers
lmtexcoord.xy = (gl_MultiTexCoord0).xy; lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
// #ifdef POM // #ifdef POM
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st; vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;

View File

@ -526,10 +526,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif #endif
#ifdef NETHER_SHADER #ifdef NETHER_SHADER
// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb ; // vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb / 15.0;
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb; // vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb; // vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
// up *= pow( max( WS_normal.y, 0), 2); // up *= pow( max( WS_normal.y, 0), 2);
// down *= pow( max(-WS_normal.y, 0), 2); // down *= pow( max(-WS_normal.y, 0), 2);

View File

@ -1207,10 +1207,10 @@ void main() {
#endif #endif
#ifdef NETHER_SHADER #ifdef NETHER_SHADER
// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb; // Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 15.0;
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb; // vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb; // vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
// up *= pow( max( slopednormal.y, 0), 2); // up *= pow( max( slopednormal.y, 0), 2);
// down *= pow( max(-slopednormal.y, 0), 2); // down *= pow( max(-slopednormal.y, 0), 2);
@ -1340,7 +1340,6 @@ void main() {
gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb; gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
} }
////// DEBUG VIEW STUFF ////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP #if DEBUG_VIEW == debug_SHADOWMAP
vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25); vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);

View File

@ -328,7 +328,7 @@ void main() {
if (TranslucentShader.a > 0.0){ if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint #ifdef Glass_Tint
if(albedo.a > 0.01) color *= normalize(albedo.rgb+0.0001)*0.9+0.1; if(!iswater) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
#endif #endif
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb; color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;

View File

@ -12,10 +12,12 @@ vec3 DoAmbientLightColor(
vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight); vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
// do torch lighting. // do torch lighting.
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1)); // float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; // TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333))); vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
return IndirectLight + TorchLight; return IndirectLight + TorchLight;
} }

View File

@ -253,7 +253,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
#define LIGHTSOURCE_REFLECTION #define LIGHTSOURCE_REFLECTION
#endif #endif
#define EMISSIVE_TYPE 2 // [0 1 2 3] #define EMISSIVE_TYPE 0 // [0 1 2 3]
#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.] #define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
#define Emissive_Curve 2.0 // [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 ] #define Emissive_Curve 2.0 // [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 ]

View File

@ -265,6 +265,7 @@ vec3 DoCloudLighting(
){ ){
float powder = 1.0 - exp(-5.0 * sqrt(density)); float powder = 1.0 - exp(-5.0 * sqrt(density));
// float powder = 1.0 - exp(-15.0 * density);
vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog); vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog);