aerochrome blocks and sky

still need to do water
This commit is contained in:
WoMspace 2023-01-15 03:01:39 +00:00
parent dfc69cbce3
commit a389b76c26
8 changed files with 46 additions and 13 deletions

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@ -27,7 +27,8 @@
## weird blocks ## weird blocks
block.10007 = minecraft:grass_block:snowy=false minecraft:sand minecraft:red_sand minecraft:snow_block minecraft:snow powder_snow minecraft:grass_block:snowy=true block.10007 = minecraft:sand minecraft:red_sand minecraft:snow_block minecraft:snow powder_snow minecraft:grass_block:snowy=true
block.10008 = minecraft:grass_block:snowy=false
####### ----- lightsources ----- ####### ####### ----- lightsources ----- #######

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@ -150,6 +150,10 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec; vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
sky = calculateAtmosphere(avgSky*4000./2.0, viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise()); sky = calculateAtmosphere(avgSky*4000./2.0, viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
#ifdef AEROCHROME_MODE
sky *= vec3(0.0, 0.18, 0.35);
#endif
sky = mix(sky, vec3(0.5,0.5,0.5)*avgSky * 4000., clamp(1 - viewVector.y,0.0,1.0) * rainStrength ); sky = mix(sky, vec3(0.5,0.5,0.5)*avgSky * 4000., clamp(1 - viewVector.y,0.0,1.0) * rainStrength );
// sky *= max(abs(viewVector.y+0.05),0.25); // sky *= max(abs(viewVector.y+0.05),0.25);
gl_FragData[0] = vec4(sky/4000.*Sky_Brightness,1.0); gl_FragData[0] = vec4(sky/4000.*Sky_Brightness,1.0);

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@ -1,7 +1,7 @@
#extension GL_EXT_gpu_shader4 : enable #extension GL_EXT_gpu_shader4 : enable
#extension GL_ARB_shader_texture_lod : enable #extension GL_ARB_shader_texture_lod : enable
#include "lib/settings.glsl" #include "/lib/settings.glsl"
@ -69,7 +69,7 @@ uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0; uniform sampler2D depthtex0;
in vec3 test_motionVectors; in vec3 test_motionVectors;
varying vec4 materialMask; flat varying float blockID;
flat varying vec4 TESTMASK; flat varying vec4 TESTMASK;
@ -229,8 +229,6 @@ float densityAtPosSNOW(in vec3 pos){
return mix(xy.r,xy.g, f.y); return mix(xy.r,xy.g, f.y);
} }
//////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN//////////////////////////////
@ -404,6 +402,32 @@ void main() {
vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color; vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
#ifdef AEROCHROME_MODE
float tmp = AEROCHROME_PINKNESS;
vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), tmp);
float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
if(blockID == 10001 || blockID == 10003 || blockID == 10004 || blockID == 10006) {
// IR Reflective (Pink-red)
Albedo.rgb = mix(vec3(gray), aerochrome_color, 0.7);
}
else if(blockID == 10008) {
// Special handling for grass block
float strength = 1.0 - color.b;
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, strength);
}
#ifdef AEROCHROME_WOOL_ENABLED
else if(blockID == 200) {
// Wool
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
}
#endif
else if(blockID == 8 || blockID == 10002)
{
// IR Absorbsive? Dark.
Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
}
#endif
#ifdef WhiteWorld #ifdef WhiteWorld
Albedo.rgb = vec3(1.0); Albedo.rgb = vec3(1.0);
#endif #endif

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@ -48,7 +48,7 @@ attribute vec4 mc_Entity;
uniform int blockEntityId; uniform int blockEntityId;
uniform int entityId; uniform int entityId;
varying vec4 materialMask; flat varying float blockID;
flat varying vec4 TESTMASK; flat varying vec4 TESTMASK;
flat varying int lightningBolt; flat varying int lightningBolt;
@ -142,6 +142,7 @@ void main() {
TESTMASK.r = blockEntityId == 222 ? 255 : TESTMASK.r; TESTMASK.r = blockEntityId == 222 ? 255 : TESTMASK.r;
blockID = mc_Entity.x;
#ifdef ENTITIES #ifdef ENTITIES
test_motionVectors = at_velocity; test_motionVectors = at_velocity;
@ -196,7 +197,7 @@ void main() {
normalMat.a = blockEntityId == 10010 ? 0.65 : normalMat.a; // banners normalMat.a = blockEntityId == 10010 ? 0.65 : normalMat.a; // banners
#ifdef misc_block_SSS #ifdef misc_block_SSS
normalMat.a = mc_Entity.x == 10007 ? 0.55 : normalMat.a; // 0.55 abnormal block strong sss normalMat.a = (mc_Entity.x == 10007 || mc_Entity.x == 10008) ? 0.55 : normalMat.a; // 0.55 abnormal block strong sss
#endif #endif
normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a; normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;

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@ -300,3 +300,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase sh
#define Purkinje_G 0.7 // [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] #define Purkinje_G 0.7 // [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]
#define Purkinje_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] #define Purkinje_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]
#define Purkinje_Multiplier 5.0 // How much the purkinje effect increases brightness [0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25 1.3 1.35 1.4 1.45 1.5 1.55 1.6 1.65 1.7 1.75 1.8 1.85 1.9 1.95 2.0 2.05 2.1 2.15 2.2 2.25 2.3 2.35 2.4 2.45 2.5 2.55 2.6 2.65 2.7 2.75 2.8 2.85 2.9 2.95 3.0 3.05 3.1 3.15 3.2 3.25 3.3 3.35 3.4 3.45 3.5 3.55 3.6 3.65 3.7 3.75 3.8 3.85 3.9 3.95 4.0 4.05 4.1 4.15 4.2 4.25 4.3 4.35 4.4 4.45 4.5 4.55 4.6 4.65 4.7 4.75 4.8 4.85 4.9 4.95 5.0 5.05 5.1 5.15 5.2 5.25 5.3 5.35 5.4 5.45 5.5 5.55 5.6 5.65 5.7 5.75 5.8 5.85 5.9 5.95 6.0 6.05 6.1 6.15 6.2 6.25 6.3 6.35 6.4 6.45 6.5 6.55 6.6 6.65 6.7 6.75 6.8 6.85 6.9 6.95 7.0 7.05 7.1 7.15 7.2 7.25 7.3 7.35 7.4 7.45 7.5 7.55 7.6 7.65 7.7 7.75 7.8 7.85 7.9 7.95 8.0 8.05 8.1 8.15 8.2 8.25 8.3 8.35 8.4 8.45 8.5 8.55 8.6 8.65 8.7 8.75 8.8 8.85 8.9 8.95 9.0 9.05 9.1 9.15 9.2 9.25 9.3 9.35 9.4 9.45 9.5 9.55 9.6 9.65 9.7 9.75 9.8 9.85 9.9 9.95 ] #define Purkinje_Multiplier 5.0 // How much the purkinje effect increases brightness [0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25 1.3 1.35 1.4 1.45 1.5 1.55 1.6 1.65 1.7 1.75 1.8 1.85 1.9 1.95 2.0 2.05 2.1 2.15 2.2 2.25 2.3 2.35 2.4 2.45 2.5 2.55 2.6 2.65 2.7 2.75 2.8 2.85 2.9 2.95 3.0 3.05 3.1 3.15 3.2 3.25 3.3 3.35 3.4 3.45 3.5 3.55 3.6 3.65 3.7 3.75 3.8 3.85 3.9 3.95 4.0 4.05 4.1 4.15 4.2 4.25 4.3 4.35 4.4 4.45 4.5 4.55 4.6 4.65 4.7 4.75 4.8 4.85 4.9 4.95 5.0 5.05 5.1 5.15 5.2 5.25 5.3 5.35 5.4 5.45 5.5 5.55 5.6 5.65 5.7 5.75 5.8 5.85 5.9 5.95 6.0 6.05 6.1 6.15 6.2 6.25 6.3 6.35 6.4 6.45 6.5 6.55 6.6 6.65 6.7 6.75 6.8 6.85 6.9 6.95 7.0 7.05 7.1 7.15 7.2 7.25 7.3 7.35 7.4 7.45 7.5 7.55 7.6 7.65 7.7 7.75 7.8 7.85 7.9 7.95 8.0 8.05 8.1 8.15 8.2 8.25 8.3 8.35 8.4 8.45 8.5 8.55 8.6 8.65 8.7 8.75 8.8 8.85 8.9 8.95 9.0 9.05 9.1 9.15 9.2 9.25 9.3 9.35 9.4 9.45 9.5 9.55 9.6 9.65 9.7 9.75 9.8 9.85 9.9 9.95 ]
// #define AEROCHROME_MODE // Infra-red film colors ^~^
#define AEROCHROME_PINKNESS 0.3 // How pink it is from red [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
//#define AEROCHROME_WOOL_ENABLED // Technically wool things should be affected but it affects a lot of builds and stuff

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@ -45,12 +45,12 @@ alphaTest.gbuffers_hand=true
# profile.high = shadowMapResolution=2048 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=69. VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=15 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.35 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=1 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=30 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection # profile.high = shadowMapResolution=2048 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=69. VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=15 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.35 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=1 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=30 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
# profile.ultra = shadowMapResolution=4096 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=80 VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=25 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.2 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=2 cloud_ShadowLevelOfDetail=2 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=50 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection # profile.ultra = shadowMapResolution=4096 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=80 VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=25 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.2 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=2 cloud_ShadowLevelOfDetail=2 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=50 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
sliders = 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 sliders = 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=[Atmospherics] [TAA_OPTIONS] [Lighting] [Camera] [Shading] [Wavy_stuff] [Water_and_transparencies] [Xonk_settings] # screen=[Atmospherics] [TAA_OPTIONS] [Lighting] [Camera] [Shading] [Wavy_stuff] [Water_and_transparencies] [Xonk_settings]
screen.columns=1 screen.columns=1
screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS
######## LIGHTING ######## LIGHTING
### DIRECT LIGHT ### DIRECT LIGHT

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@ -161,7 +161,7 @@ void main() {
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0); normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0);
normalMat.a = mc_Entity.x == 10006 ? 0.6 : normalMat.a; normalMat.a = mc_Entity.x == 10006 ? 0.6 : normalMat.a;
normalMat.a = mc_Entity.x == 10007 ? 0.55 : normalMat.a; normalMat.a = (mc_Entity.x == 10007 || mc_Entity.x == 10008) ? 0.55 : normalMat.a;
normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a; normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;
normalMat.a = mc_Entity.x == 99 ? 0.65 : normalMat.a; normalMat.a = mc_Entity.x == 99 ? 0.65 : normalMat.a;

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@ -161,7 +161,7 @@ void main() {
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0); normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0);
normalMat.a = mc_Entity.x == 10006 ? 0.6 : normalMat.a; normalMat.a = mc_Entity.x == 10006 ? 0.6 : normalMat.a;
normalMat.a = mc_Entity.x == 10007 ? 0.55 : normalMat.a; normalMat.a = (mc_Entity.x == 10007 || mc_Entity.x == 10008) ? 0.55 : normalMat.a;
normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a; normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;
normalMat.a = mc_Entity.x == 99 ? 0.65 : normalMat.a; normalMat.a = mc_Entity.x == 99 ? 0.65 : normalMat.a;