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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
misc fixes; add lang
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parent
433b8e0332
commit
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@ -238,9 +238,9 @@ void main() {
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#ifdef WORLD
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#ifdef WORLD
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// disallow POM to work on signs.
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// disallow POM to work on signs.
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if(blockEntityId == 2200) SIGN = 1;
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if(blockEntityId == BLOCK_NO_POM) SIGN = 1;
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if(blockEntityId == 2100) PORTAL = 1;
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if(blockEntityId == BLOCK_END_PORTAL) PORTAL = 1;
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#endif
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#endif
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NameTags = 0;
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NameTags = 0;
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@ -72,6 +72,14 @@ screen.Direct_Light = Direct Light
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option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
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option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
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option.Max_Filter_Depth = Sun Size Factor
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option.Max_Filter_Depth = Sun Size Factor
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screen.LPV = FloodFill
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option.LPV_ENABLED = Enabled
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option.LPV_SIZE = Size
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value.LPV_SIZE.6 = Small [64]
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value.LPV_SIZE.7 = Medium [128]
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value.LPV_SIZE.8 = Large [256]
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option.LPV_NORMAL_OFFSET = Normal-Offset
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screen.Subsurface_Scattering = Sub-Surface Scattering
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screen.Subsurface_Scattering = Sub-Surface Scattering
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option.LabSSS_Curve = LabSSS Curve
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option.LabSSS_Curve = LabSSS Curve
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@ -79,3 +79,6 @@
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#define BLOCK_TRAPDOOR_E 1231
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#define BLOCK_TRAPDOOR_E 1231
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#define BLOCK_TRAPDOOR_S 1232
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#define BLOCK_TRAPDOOR_S 1232
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#define BLOCK_TRAPDOOR_W 1233
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#define BLOCK_TRAPDOOR_W 1233
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#define BLOCK_END_PORTAL 2100
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#define BLOCK_NO_POM 2200
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#define BLOCK_REDSTONE_WIRE 3000
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@ -125,7 +125,7 @@ BLISS_SHADERS <empty> \
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######## LIGHTING
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######## LIGHTING
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### DIRECT LIGHT
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### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light.columns=1
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screen.Direct_Light = TRANSLUCENT_COLORED_SHADOWS [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance LPV_ENABLED
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screen.Direct_Light = TRANSLUCENT_COLORED_SHADOWS [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance [LPV]
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screen.Shadows.columns=1
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screen.Shadows.columns=1
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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@ -165,6 +165,10 @@ BLISS_SHADERS <empty> \
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screen.Porosity.columns = 1
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screen.Porosity.columns = 1
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screen.Porosity = Porosity <empty> Puddles Puddle_Size
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screen.Porosity = Porosity <empty> Puddles Puddle_Size
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### FloodFill
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screen.LPV.columns = 1
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screen.LPV = LPV_ENABLED LPV_SIZE LPV_NORMAL_OFFSET
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######## WORLD
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######## WORLD
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screen.World.columns=1
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screen.World.columns=1
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screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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@ -140,7 +140,7 @@ void main() {
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// position = gl_Vertex.xyz;
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// position = gl_Vertex.xyz;
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// if((renderStage == 10 || renderStage == 12) && mc_Entity.x != 3000) {
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// if((renderStage == 10 || renderStage == 12) && mc_Entity.x != BLOCK_REDSTONE_WIRE) {
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// position = (shadowModelViewInverse * vec4(gl_Vertex.xyz,1.0)).xyz;
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// position = (shadowModelViewInverse * vec4(gl_Vertex.xyz,1.0)).xyz;
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// }
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// }
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