diff --git a/shaders/gbuffers_all_solid.fsh b/shaders/gbuffers_all_solid.fsh index b9ded87..028f0b0 100644 --- a/shaders/gbuffers_all_solid.fsh +++ b/shaders/gbuffers_all_solid.fsh @@ -417,8 +417,6 @@ void main() { vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color; - - if(LIGHTNING > 0) Albedo = vec4(1); float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0; @@ -533,7 +531,7 @@ void main() { // hit glow effect... #ifdef ENTITIES Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, entityColor.a); - gl_FragData[2].a = mix(gl_FragData[2].a, 0.5, entityColor.a);; + gl_FragData[2].a = mix(gl_FragData[2].a, 0.9, entityColor.a);; #endif //////////////////////////////// //////////////////////////////// diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index b50e40f..16171ae 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -15,6 +15,35 @@ screen.Direct_Light = Direct Light option.RENDER_ENTITY_SHADOWS = Shadows for Entities option.shadowMapResolution = Shadow Resolution option.shadowDistance = Shadow Distance + value.shadowDistance.64.0 = 4 Chunks + value.shadowDistance.80.0 = 5 Chunks + value.shadowDistance.96.0 = 6 Chunks + value.shadowDistance.112.0 = 7 Chunks + value.shadowDistance.128.0 = 8 Chunks + value.shadowDistance.144.0 = 9 Chunks + value.shadowDistance.160.0 = 10 Chunks + value.shadowDistance.176.0 = 11 Chunks + value.shadowDistance.192.0 = 12 Chunks + value.shadowDistance.208.0 = 13 Chunks + value.shadowDistance.224.0 = 14 Chunks + value.shadowDistance.240.0 = 15 Chunks + value.shadowDistance.256.0 = 16 Chunks + value.shadowDistance.272.0 = 17 Chunks + value.shadowDistance.288.0 = 18 Chunks + value.shadowDistance.304.0 = 19 Chunks + value.shadowDistance.320.0 = 20 Chunks + value.shadowDistance.336.0 = 21 Chunks + value.shadowDistance.352.0 = 22 Chunks + value.shadowDistance.368.0 = 23 Chunks + value.shadowDistance.384.0 = 24 Chunks + value.shadowDistance.400.0 = 25 Chunks + value.shadowDistance.416.0 = 26 Chunks + value.shadowDistance.432.0 = 27 Chunks + value.shadowDistance.448.0 = 28 Chunks + value.shadowDistance.464.0 = 29 Chunks + value.shadowDistance.480.0 = 30 Chunks + value.shadowDistance.496.0 = 31 Chunks + value.shadowDistance.512.0 = 32 Chunks option.shadowDistanceRenderMul = Optimized Shadow Bounds value.shadowDistanceRenderMul.-1.0 = Un-Optimized value.shadowDistanceRenderMul.1.0 = Optimized @@ -279,7 +308,7 @@ screen.Shadows.comment = Configure the shadows from the sun to your liking. option.SCREENSPACE_CONTACT_SHADOWS.comment = Screen-space contact shadows. §bWhat is this?§r These are small shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions. option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby. option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half. - option.shadowDistance.comment.comment = The maximum distance the shadowmap can render (this is not linear distance). I recommend default shadow distance, because the contact shadows can handle far away shadows. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive. + option.shadowDistance.comment = The maximum distance the shadowmap can render. I recommend default shadow distance, because the contact shadows can handle far away shadows. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive. option.shadowDistanceRenderMul.comment = Render the shadows only in a sphere around you, limited to the shadow distance measured in blocks. un-optimized does not render the shadows in a sphere, and can cover alot more area with the same distance settings. the distance is not measured linearly in blocks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower. screen.Filtering.comment = Configure the filtering effects applied to the shadows. option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows. diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index c9f8889..95d86a6 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -108,7 +108,10 @@ const float ambientOcclusionLevel = 1.0; // this controls vanilla minecrafts amb ///////////////////////////////////////// const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192 16384] -const float shadowDistance = 69.0; // [32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 120.0 121.0 122.0 123.0 124.0 125.0 126.0 127.0 128.0 129.0 130.0 131.0 132.0 133.0 134.0 135.0 136.0 137.0 138.0 139.0 140.0 141.0 142.0 143.0 144.0 145.0 146.0 147.0 148.0 149.0 150.0 151.0 152.0 153.0 154.0 155.0 156.0 157.0 158.0 159.0 160.0 161.0 162.0 163.0 164.0 165.0 166.0 167.0 168.0 169.0 170.0 171.0 172.0 173.0 174.0 175.0 176.0 177.0 178.0 179.0 180.0 181.0 182.0 183.0 184.0 185.0 186.0 187.0 188.0 189.0 190.0 191.0 192.0 193.0 194.0 195.0 196.0 197.0 198.0 199.0 200.0 201.0 202.0 203.0 204.0 205.0 206.0 207.0 208.0 209.0 210.0 211.0 212.0 213.0 214.0 215.0 216.0 217.0 218.0 219.0 220.0 221.0 222.0 223.0 224.0 225.0 226.0 227.0 228.0 229.0 230.0 231.0 232.0 233.0 234.0 235.0 236.0 237.0 238.0 239.0 240.0 241.0 242.0 243.0 244.0 245.0 246.0 247.0 248.0 249.0 250.0 251.0 252.0 253.0 254.0 255.0 256.0] +// const float shadowDistance = 69.0 * 12.0; // [32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 120.0 121.0 122.0 123.0 124.0 125.0 126.0 127.0 128.0 129.0 130.0 131.0 132.0 133.0 134.0 135.0 136.0 137.0 138.0 139.0 140.0 141.0 142.0 143.0 144.0 145.0 146.0 147.0 148.0 149.0 150.0 151.0 152.0 153.0 154.0 155.0 156.0 157.0 158.0 159.0 160.0 161.0 162.0 163.0 164.0 165.0 166.0 167.0 168.0 169.0 170.0 171.0 172.0 173.0 174.0 175.0 176.0 177.0 178.0 179.0 180.0 181.0 182.0 183.0 184.0 185.0 186.0 187.0 188.0 189.0 190.0 191.0 192.0 193.0 194.0 195.0 196.0 197.0 198.0 199.0 200.0 201.0 202.0 203.0 204.0 205.0 206.0 207.0 208.0 209.0 210.0 211.0 212.0 213.0 214.0 215.0 216.0 217.0 218.0 219.0 220.0 221.0 222.0 223.0 224.0 225.0 226.0 227.0 228.0 229.0 230.0 231.0 232.0 233.0 234.0 235.0 236.0 237.0 238.0 239.0 240.0 241.0 242.0 243.0 244.0 245.0 246.0 247.0 248.0 249.0 250.0 251.0 252.0 253.0 254.0 255.0 256.0] + +const float shadowDistance = 128.0; // [64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 384.0 400.0 416.0 432.0 448.0 464.0 480.0 496.0 512.0] + const float shadowDistanceRenderMul = 1.0; // [-1.0 1.0] diff --git a/shaders/programs/all_solid.fsh b/shaders/programs/all_solid.fsh index dcebc33..0b991d3 100644 --- a/shaders/programs/all_solid.fsh +++ b/shaders/programs/all_solid.fsh @@ -67,6 +67,7 @@ uniform vec3 cameraPosition; uniform float rainStrength; uniform sampler2D noisetex;//depth uniform sampler2D depthtex0; +uniform vec4 entityColor; flat varying float blockID; @@ -361,6 +362,13 @@ void main() { #if SSS_TYPE == 3 gl_FragData[2].b = SpecularTex.b; #endif + + // hit glow effect... + #ifdef ENTITIES + Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, entityColor.a); + gl_FragData[2].a = mix(gl_FragData[2].a, 0.9, entityColor.a);; + #endif + #endif ////////////////////////////////