clouds=off stars=false vignette=false underwaterOverlay=false dynamicHandLight=true oldLighting=false separateAo = true rain.depth = false beacon.beam.depth = true #if RESOURCEPACK_SKY == 2 sun=true moon=true #else sun=false moon=false #endif #ifndef RENDER_ENTITY_SHADOWS shadowBlockEntities = false shadowEntities = false #endif #if defined TRANSLUCENT_ENTITIES && defined IS_IRIS separateEntityDraws = true program.gbuffers_entities_translucent.enabled = true program.gbuffers_block_translucent.enabled = true blend.gbuffers_entities_translucent = off blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #else separateEntityDraws = false program.gbuffers_entities_translucent.enabled = IS_IRIS program.gbuffers_block_translucent.enabled = IS_IRIS #endif #if defined DISTANT_HORIZONS && defined IS_IRIS #if defined DISTANT_HORIZONS_SHADOWMAP dhShadow.enabled = true #else dhShadow.enabled = false #endif program.dh_terrain.enabled = true program.dh_water.enabled = true blend.dh_terrain = off blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #else dhShadow.enabled = false program.dh_terrain.enabled = false program.dh_water.enabled = false #endif program.composite5.enabled = TAA_UPSCALING # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #Get the correct alpha value : S_A*(1-DST_A)+DST_A # terrible blending for shadows on purpose blend.shadow = SRC_COLOR ZERO ONE ZERO blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_armor_glint = ONE ONE ONE ZERO blend.gbuffers_skytextured = ONE ONE ONE ZERO blend.gbuffers_damagedblock = ONE ONE ONE ZERO # Disable blending blend.gbuffers_terrain = off blend.gbuffers_hand = off blend.gbuffers_block = off blend.gbuffers_entities = off blend.gbuffers_beaconbeam = off blend.gbuffers_water.colortex11 = off blend.composite.colortex12 = off blend.composite.colortex13 = off # Alpha test alphaTest.shadow = GREATER 0.1 alphaTest.gbuffers_entities = GREATER 0.1 alphaTest.gbuffers_hand = GREATER 0.1 alphaTest.gbuffers_armor_glint=false alphaTest.gbuffers_weather=false alphaTest.gbuffers_water=false alphaTest.gbuffers_skybasic=false alphaTest.gbuffers_skytextured=false sliders = TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog 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 ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance 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 BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB 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 Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount 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 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 fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL screen.columns=2 screen = \ BLISS_SHADERS \ \ [Direct_Light] [World] \ [Ambient_light] [Fog] \ [Post_Processing] [Clouds] \ [LabPBR] [Climate] \ \ [Misc_Settings] [DISTANT_HORIZONS_SETTINGS] \ # screen = [Direct_Light] [World] # [Ambient_light] [Fog] # [Post_Processing] [Clouds] # [Misc_Settings] [Climate] ######## LIGHTING ### DIRECT LIGHT screen.Direct_Light.columns=1 screen.Direct_Light = TRANSLUCENT_COLORED_SHADOWS [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance screen.Shadows.columns=1 screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul screen.Subsurface_Scattering.columns=1 screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve MISC_BLOCK_SSS MOB_SSS Ambient_SSS ambientsss_brightness screen.Filtering.columns=1 screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth screen.Sun_and_Moon_Colors.columns = 1 screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp ### AMBIENT LIGHT screen.Ambient_light.columns=1 screen.Ambient_light = [Torch_Colors] [Ambient_Colors] \ MIN_LIGHT_AMOUNT indirect_effect \ \ AO_Strength GI_Strength \ ambientOcclusionLevel HQ_SSGI \ Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT \ HANDHELD_LIGHT_RANGE UseQuarterResDepth screen.Torch_Colors.columns=1 screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve TORCH_R TORCH_G TORCH_B screen.Ambient_Colors.columns=1 screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT AmbientLight_R AmbientLight_G AmbientLight_B ### LABPBR screen.LabPBR.columns = 1 screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] MATERIAL_AO screen.Emissives.columns = 1 screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve screen.Porosity.columns = 1 screen.Porosity = Porosity Puddles Puddle_Size ######## WORLD screen.World.columns=1 screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED ### SPECULARS screen.Reflections.columns=2 screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality ### WAVING STUFF screen.Waving_Stuff.columns=1 screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED ## POM screen.POM.columns=1 screen.POM = HEIGTHMAP_DEPTH_OFFSET POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals ######## CLIMATE screen.Climate.columns=1 screen.Climate = [Seasons] PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST] ## BIOME SPECIFICS screen.SWAMP.columns=1 screen.SWAMP = SWAMP_ENV SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B screen.JUNGLE.columns=1 screen.JUNGLE = JUNGLE_ENV JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B screen.DARKFOREST.columns=1 screen.DARKFOREST = DARKFOREST_ENV DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B ## SEASONS screen.Seasons.columns=1 screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors] screen.Summer_colors.columns=1 screen.Summer_colors = Summer_R Summer_G Summer_B Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B screen.Fall_colors.columns=1 screen.Fall_colors = Fall_R Fall_G Fall_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B screen.Winter_colors.columns=1 screen.Winter_colors = Winter_R Winter_G Winter_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B screen.Spring_colors.columns=1 screen.Spring_colors = Spring_R Spring_G Spring_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B ######## ATMOSPHERICS # screen.Sky_coefficients.columns=1 # screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB ### CLOUDS screen.Clouds.columns = 3 screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS Cloud_Speed \ CLOUDS_QUALITY CLOUD_SHADOW_STRENGTH Rain_coverage \ \ CloudLayer0 CloudLayer1 CloudLayer2 \ CloudLayer0_coverage CloudLayer1_coverage CloudLayer2_coverage \ CloudLayer0_density CloudLayer1_density CloudLayer2_density \ CloudLayer0_height CloudLayer1_height CloudLayer2_height \ ### FOG screen.Fog.columns=2 screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \ FOG_START_HEIGHT BLOOMY_FOG \ \ Haze_amount RainFog_amount \ [TOD_fog] [Cave_Fog] \ [END_AND_NETHER_FOG] \ \ BorderFog PER_BIOME_ENVIRONMENT \ RAYMARCH_CLOUDS_WITH_FOG # screen.Fog = VL_RENDER_RESOLUTION Haze_amount \ # VL_SAMPLES RainFog_amount \ # BLOOMY_FOG [TOD_fog] \ # FOG_START_HEIGHT [Cave_Fog] \ # PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \ # RAYMARCH_CLOUDS_WITH_FOG BorderFog screen.TOD_fog.columns=2 screen.TOD_fog = TOD_Fog_mult Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog screen.Cave_Fog.columns=1 screen.Cave_Fog = CAVE_FOG CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B screen.Fog_Color.columns=1 screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB screen.END_AND_NETHER_FOG.columns=1 screen.END_AND_NETHER_FOG = END_STORM_DENSTIY NETHER_PLUME_DENSITY ### WATER screen.Water.columns=2 screen.Water = WATER_REFLECTIONS Refraction \ WATER_SUN_SPECULAR Vanilla_like_water \ SCREENSPACE_REFLECTIONS SSR_STEPS \ WATER_BACKGROUND_SPECULAR Dirt_Amount \ [Water_fog_color] Water_Top_Layer \ SNELLS_WINDOW WATER_WAVE_STRENGTH WATER_WAVE_SPEED screen.Water_fog_color.columns=1 screen.Water_fog_color = 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 ######## POST screen.Post_Processing.columns=2 screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] SHARPENING BLOOM_STRENGTH ### TAA screen.TAA_OPTIONS.columns = 1 screen.TAA_OPTIONS= SCREENSHOT_MODE TAA BLEND_FACTOR TAA_UPSCALING SCALE_FACTOR ### DOF screen.DepthOfField.columns = 1 screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY [JITTER_DOF] screen.JITTER_DOF.columns=1 screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE ### EXPOSURE screen.Exposure.columns = 1 screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value ### TONEMAPS screen.Tonemapping.columns = 1 screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK CONTRAST ### PURKINJE screen.Purkinje_effect.columns = 1 screen.Purkinje_effect = Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier ### COLOR GRADING screen.COLOR_GRADING.columns = 3 screen.COLOR_GRADING = \ TONE_CURVE LOWER_CURVE UPPER_CURVE \ \ COLOR_GRADING_ENABLED \ SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R \ SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G \ SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B \ SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL ######## MISC SETTINGS screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES 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.DISTANT_HORIZONS_SETTINGS.columns = 1 screen.DISTANT_HORIZONS_SETTINGS = DH_KNOWN_ISSUES DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution DH_OVERDRAW_PREVENTION TOGGLE_VL_FOG VOLUMETRIC_CLOUDS screen.DAILY_WEATHER.columns = 2 screen.DAILY_WEATHER = Daily_Weather \ [DAY0_WEATHER] [DAY5_WEATHER] \ [DAY1_WEATHER] [DAY6_WEATHER] \ [DAY2_WEATHER] [DAY7_WEATHER] \ [DAY3_WEATHER] [DAY8_WEATHER] \ [DAY4_WEATHER] [DAY9_WEATHER] screen.DAY0_WEATHER.columns = 2 screen.DAY0_WEATHER = DAY0_l0_coverage DAY0_l0_density DAY0_l1_coverage DAY0_l1_density DAY0_l2_coverage DAY0_l2_density DAY0_ufog_density DAY0_cfog_density screen.DAY1_WEATHER.columns = 2 screen.DAY1_WEATHER = DAY1_l0_coverage DAY1_l0_density DAY1_l1_coverage DAY1_l1_density DAY1_l2_coverage DAY1_l2_density DAY1_ufog_density DAY1_cfog_density screen.DAY2_WEATHER.columns = 2 screen.DAY2_WEATHER = DAY2_l0_coverage DAY2_l0_density DAY2_l1_coverage DAY2_l1_density DAY2_l2_coverage DAY2_l2_density DAY2_ufog_density DAY2_cfog_density screen.DAY3_WEATHER.columns = 2 screen.DAY3_WEATHER = DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density screen.DAY4_WEATHER.columns = 2 screen.DAY4_WEATHER = DAY4_l0_coverage DAY4_l0_density DAY4_l1_coverage DAY4_l1_density DAY4_l2_coverage DAY4_l2_density DAY4_ufog_density DAY4_cfog_density screen.DAY5_WEATHER.columns = 2 screen.DAY5_WEATHER = DAY5_l0_coverage DAY5_l0_density DAY5_l1_coverage DAY5_l1_density DAY5_l2_coverage DAY5_l2_density DAY5_ufog_density DAY5_cfog_density screen.DAY6_WEATHER.columns = 2 screen.DAY6_WEATHER = DAY6_l0_coverage DAY6_l0_density DAY6_l1_coverage DAY6_l1_density DAY6_l2_coverage DAY6_l2_density DAY6_ufog_density DAY6_cfog_density screen.DAY7_WEATHER.columns = 2 screen.DAY7_WEATHER = DAY7_l0_coverage DAY7_l0_density DAY7_l1_coverage DAY7_l1_density DAY7_l2_coverage DAY7_l2_density DAY7_ufog_density DAY7_cfog_density screen.DAY8_WEATHER.columns = 2 screen.DAY8_WEATHER = DAY8_l0_coverage DAY8_l0_density DAY8_l1_coverage DAY8_l1_density DAY8_l2_coverage DAY8_l2_density DAY8_ufog_density DAY8_cfog_density screen.DAY9_WEATHER.columns = 2 screen.DAY9_WEATHER = DAY9_l0_coverage DAY9_l0_density DAY9_l1_coverage DAY9_l1_density DAY9_l2_coverage DAY9_l2_density DAY9_ufog_density DAY9_cfog_density ##################################### ####### WEATHER RELATED STUFF ####### ##################################### ######## weather profiles. variable.int.maxDays = 2 variable.int.DayCounter = worldDay - maxDays * floor(worldDay / maxDays) # in seconds... variable.int.WeatherTransitionTime = 1 variable.float.LAYER0_coverage = smooth(if( \ DayCounter == 0, 0.5, \ 1.3 ), WeatherTransitionTime, WeatherTransitionTime) variable.float.LAYER0_denisty = smooth(if( \ DayCounter == 0, 0.5, \ 0.5 ), WeatherTransitionTime, WeatherTransitionTime) uniform.vec2.LAYER0_params = vec2(LAYER0_coverage, LAYER0_denisty) uniform.float.EXAMPLE = smooth(if(DayCounter == 0, 5.0, 0.0 ), 5, 5) uniform.float.Cumulus_Cov = smooth(if( \ DayCounter == 0, 5.0, \ DayCounter == 1, 0.0, \ DayCounter == 2, 0.0, \ DayCounter == 3, 0.0, \ DayCounter == 4, 0.0, \ DayCounter == 5, 0.0, \ DayCounter == 6, 0.0, \ DayCounter == 7, 0.0, \ DayCounter == 9, 0.0, \ 0.0 ), WeatherTransitionTime, WeatherTransitionTime) uniform.float.Alto_Cov = smooth(if( \ moonPhase == 0, 0.1, \ moonPhase == 1, 1.0, \ moonPhase == 2, 1.0, \ moonPhase == 3, 0.3, \ moonPhase == 4, 0.3, \ moonPhase == 5, 0.0, \ moonPhase == 6, 1.5, \ 0.0 ), WeatherTransitionTime, WeatherTransitionTime) uniform.float.Alto_Den = smooth(if( \ moonPhase == 0, 0.1, \ moonPhase == 1, 0.25, \ moonPhase == 2, 0.1, \ moonPhase == 3, 0.7, \ moonPhase == 4, 0.7, \ moonPhase == 5, 0.0, \ moonPhase == 6, 0.05, \ 0.0 ), WeatherTransitionTime, WeatherTransitionTime) # uniform.float.Cumulus_Cov = smooth(if( \ # moonPhase == 0, 0.7, \ # moonPhase == 1, 0.9, \ # moonPhase == 2, 0.0, \ # moonPhase == 3, 0.8, \ # moonPhase == 4, 0.0, \ # moonPhase == 5, 1.2, \ # moonPhase == 6, 0.6, \ # 0.0 ), WeatherTransitionTime, WeatherTransitionTime) # uniform.float.Alto_Cov = smooth(if( \ # moonPhase == 0, 0.1, \ # moonPhase == 1, 1.0, \ # moonPhase == 2, 1.0, \ # moonPhase == 3, 0.3, \ # moonPhase == 4, 0.3, \ # moonPhase == 5, 0.0, \ # moonPhase == 6, 1.5, \ # 0.0 ), WeatherTransitionTime, WeatherTransitionTime) # uniform.float.Alto_Den = smooth(if( \ # moonPhase == 0, 0.1, \ # moonPhase == 1, 0.25, \ # moonPhase == 2, 0.1, \ # moonPhase == 3, 0.7, \ # moonPhase == 4, 0.7, \ # moonPhase == 5, 0.0, \ # moonPhase == 6, 0.05, \ # 0.0 ), WeatherTransitionTime, WeatherTransitionTime) uniform.float.Uniform_Den = smooth(if( \ moonPhase == 0, 0, \ moonPhase == 1, 0, \ moonPhase == 2, 10, \ moonPhase == 3, 0, \ moonPhase == 4, 0, \ moonPhase == 5, 0, \ moonPhase == 6, 5, \ 0 ), WeatherTransitionTime, WeatherTransitionTime) uniform.float.Cloudy_Den = smooth(if( \ moonPhase == 0, 0, \ moonPhase == 1, 0, \ moonPhase == 2, 0, \ moonPhase == 3, 0, \ moonPhase == 4, 0, \ moonPhase == 5, 0, \ moonPhase == 6, 50, \ 0 ), WeatherTransitionTime, WeatherTransitionTime) # uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1) # uniform.float.EndSequence1 = smooth(if(hideGUI == 1, 1.0, 0.0), 30, 0) # uniform.float.EndSequence2 = smooth(if(EndSequence1 > 0.95, 1.0, 0.0), 1.25, 0) # thank you sixthsurge! #ifdef LIGHTNING_FLASH #ifdef IS_IRIS variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 1.0, 0.0), 0.0, 0.0) #else variable.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.0) #endif #else variable.float.lightningFlash = 0.0 #endif uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash) ################################### ####### BIOME RELATED STUFF ####### ################################### # in seconds variable.int.BiomeTransitionTime = 60 #ifdef SWAMP_ENV uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isSwamps = 0.0 #endif #ifdef JUNGLE_ENV uniform.float.isJungles = smooth(if(in(biome, 23, 24, 25), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isJungles = 0.0 #endif #ifdef DARKFOREST_ENV uniform.float.isDarkForests = smooth(if(in(biome, 11), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isDarkForests = 0.0 #endif #ifdef MANGROVE_ENV uniform.float.isMangroveSwamp = smooth(if(in(biome, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isMangroveSwamp = 0.0 #endif # set to only happen in dry deserts. uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30) # set to only happen in cold mountains. uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30) uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15) ############################ ####### RANDOM STUFF ####### ############################ #ifdef HURT_AND_DEATH_EFFECT uniform.float.hurt = smooth(if(is_hurt,1,0),0,1) #ifndef IS_IRIS uniform.float.dying = smooth(if(!is_alive,2,0),3,0) uniform.float.dead = smooth(if(dying >= 1.99, 1,0),1,0) #endif #endif # uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z) # photon stuff uniform.vec2.view_res = vec2(viewWidth, viewHeight) uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight) texture.noise = texture/noises.png texture.composite.colortex6 = texture/blueNoise.png variable.float.texelSizeX = 1.0/viewWidth variable.float.texelSizeY = 1.0/viewHeight uniform.vec2.texelSize=vec2(texelSizeX,texelSizeY) uniform.int.framemod8 = frameCounter%8 variable.float.normSunVec = sqrt(sunPosition.x*sunPosition.x+sunPosition.y*sunPosition.y+sunPosition.z*sunPosition.z) variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z) variable.float.sunPosX = sunPosition.x/normSunVec variable.float.sunPosY = sunPosition.y/normSunVec variable.float.sunPosZ = sunPosition.z/normSunVec uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ) variable.float.upPosX = upPosition.x/normUpVec variable.float.upPosY = upPosition.y/normUpVec variable.float.upPosZ = upPosition.z/normUpVec uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ) uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0 #Max angle at frustrum diagonal variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio))) uniform.float.cosFov = cos(maxAngle) variable.float.viewDirX = gbufferModelViewInverse.2.0 variable.float.viewDirY = gbufferModelViewInverse.2.1 variable.float.viewDirZ = gbufferModelViewInverse.2.2 variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ) variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ) variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2) variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2) variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2) uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0) variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ) variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ) variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ) variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ) variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ) variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ) uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ) uniform.float.shadowMaxProj = 150.0/abs(sunPosY)