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https://github.com/X0nk/Bliss-Shader.git
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commit
e94617304c
@ -106,6 +106,7 @@ screen.Direct_Light = Direct Light
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option.LPV_ENTITY_LIGHTS = Entity Lights
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option.LPV_ENTITY_LIGHTS = Entity Lights
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option.LPV_REDSTONE_LIGHTS = Redstone Lights
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option.LPV_REDSTONE_LIGHTS = Redstone Lights
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option.LPV_COLORED_CANDLES = Colored Candles
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option.LPV_COLORED_CANDLES = Colored Candles
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option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
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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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@ -547,6 +548,7 @@ screen.Ambient_light.comment = Configure settings related to the lighting in sha
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option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting.
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option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting.
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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option.LPV_NOSHADOW_HACK.comment = Fix for Iris 1.7.0 and lower! Allows floodfill to work in Nether & End, but disables entity & dropped item lights.
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screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
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screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
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screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack.
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screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack.
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@ -725,11 +725,13 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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//#define LPV_COLORED_CANDLES
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//#define LPV_COLORED_CANDLES
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// Fix for making nether/end work until next Iris release to fix shadow matrices
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// Fix for making nether/end work until next Iris release to fix shadow matrices
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//#define LPV_NOSHADOW_HACK
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#define LPV_NOSHADOW_HACK
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#ifdef LPV_ENABLED
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#ifdef LPV_ENABLED
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#ifdef IRIS_FEATURE_CUSTOM_IMAGES
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#ifdef IRIS_FEATURE_CUSTOM_IMAGES
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#define IS_LPV_ENABLED
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#define IS_LPV_ENABLED
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const float voxelDistance = 64.0;
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#endif
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#endif
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#endif
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#endif
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@ -7,6 +7,4 @@
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const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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const float voxelDistance = 64.0;
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#define BLOCK_EMPTY 0
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#define BLOCK_EMPTY 0
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@ -185,7 +185,7 @@ BLISS_SHADERS <empty> \
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### FloodFill
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### FloodFill
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screen.LPV.columns = 1
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screen.LPV.columns = 1
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screen.LPV = LPV_ENABLED LPV_SIZE LPV_SATURATION LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES
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screen.LPV = LPV_ENABLED LPV_SIZE LPV_SATURATION LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES LPV_NOSHADOW_HACK
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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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