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add text label to wetness submenu, slightly improve full wet look
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@@ -702,6 +702,7 @@ void applyPuddles(
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puddles = clamp(halfWet - exp(-25.0 * puddles*puddles*puddles*puddles*puddles),0.0,1.0);
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float wetnessStages = max(puddles, fullWet) * lightmap;
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float wetnessDarkening = max(puddles, fullWet*0.5) * lightmap;
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#endif
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#if PUDDLE_MODE == 2
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@@ -709,11 +710,13 @@ void applyPuddles(
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puddles = clamp(halfWet - exp(-25.0 * puddles*puddles*puddles*puddles*puddles),0.0,1.0);
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float wetnessStages = puddles * lightmap;
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float wetnessDarkening = wetnessStages;
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#endif
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#if PUDDLE_MODE == 3
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float puddles = 0.0;
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float wetnessStages = fullWet * lightmap;
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float wetnessDarkening = wetnessStages*0.5;
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#endif
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if(isWater) wetnessStages = 0.0;
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@@ -721,7 +724,7 @@ void applyPuddles(
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normals = mix(normals, flatNormals, puddles * lightmap * clamp(flatNormals.y,0.0,1.0));
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roughness = mix(roughness, 1.0, wetnessStages);
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if(f0 < 229.5/255.0 ) albedo = pow(albedo * (1.0 - 0.08*wetnessStages), vec3(1.0 + 0.7*wetnessStages));
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if(f0 < 229.5/255.0 ) albedo = pow(albedo * (1.0 - 0.08*wetnessDarkening), vec3(1.0 + 0.7*wetnessDarkening));
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//////////////// snow
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@@ -655,6 +655,8 @@ screen.POM = Parallax Occlusion Mapping / POM
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option.Adaptive_Step_length = Dynamic Quality
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option.Horrible_slope_normals = Horrible Slope Normals
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option.LABEL_0 = §a"Reflections on terrain" must be enabled for wetness to work
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value.LABEL_0.0 = §f?§r
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screen.WETNESS = Wetness / Puddles / Porosity
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option.PUDDLE_MODE = Wetness During Rain
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value.PUDDLE_MODE.0 = No Wetness
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@@ -850,4 +850,7 @@
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#ifdef Snowy_Winter
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#endif
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#ifdef VOXY_SCREENSPACE_REFLECTIONS
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#endif
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#ifdef LABEL_0
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#define LABEL_0 0 // [0]
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#endif
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