diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index f0928d8..c062a89 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -1142,7 +1142,7 @@ void main() { LabEmission(FINAL_COLOR, albedo, SpecularTex.a); // #endif - if(lightningBolt) FINAL_COLOR.rgb += vec3(0.5,0.8,1.0) * 255.0; + if(lightningBolt) FINAL_COLOR.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) * 150.0; gl_FragData[0].rgb = FINAL_COLOR; } diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index a660b34..50a1acc 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -23,7 +23,7 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.; - SkyColor += vec3(0.5,0.8,1.0) * 50.0 * skyLightDir * lightningFlash ; + SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ; // SkyColor += vec3(0.7,0.9,1.0) * skyLightDir * lightningFlash; float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 4669808..47e4601 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -419,4 +419,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF #define CompSky_G 0.0 // [ 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 CompSky_B 0.0 // [ 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 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 \ No newline at end of file diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index e8f8918..4f1d721 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -266,7 +266,7 @@ vec4 renderClouds( float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0); - vec3 lightningColor = vec3(0.5,0.8,1.0) * 1000.0 * lightningFlash; + vec3 lightningColor = vec3(Lightning_R,Lightning_G,Lightning_B) * 1000.0 * lightningFlash; #ifdef Cumulus for(int i=0;i PhysicsMod_support @@ -177,11 +177,13 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] screen.Editing = Compositing_Sky CompSky_R CompSky_G CompSky_B ######## MISC SETTINGS screen.Misc_Settings.columns=1 - screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view + screen.Misc_Settings = [the_orb] [lightning_color] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view screen.the_orb.columns = 1 screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B + screen.lightning_color = Lightning_R Lightning_G Lightning_B + screen.LabPBR.columns = 1 screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] @@ -277,7 +279,7 @@ uniform.float.isSoulValley = smooth(13, if(in(biome,54), 1,0), 5, 5) uniform.float.isBasaltDelta = smooth(14, if(in(biome,55), 1,0), 5, 5) -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.noPuddleAreas = smooth(15, 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) @@ -289,7 +291,7 @@ uniform.float.noPuddleAreas = smooth( if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 1 # thank you sixthsurge! -uniform.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 1) +uniform.float.lightningFlash = smooth(16,if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 1) texture.noise=texture/noises.png texture.composite.colortex6=texture/blueNoise.png