create #include guards for settings file. remove a few unused settings, remove some redundant code

This commit is contained in:
Xonk
2025-12-07 00:57:54 -05:00
parent 5e48e7a715
commit ce6fd3944c
41 changed files with 843 additions and 826 deletions
+2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#define EMISSION_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec4 pos;
+2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
+3 -1
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@@ -1,7 +1,9 @@
#define SUB_SURFACE_SCATTERING_RELATED_SETTINGS
#define EMISSION_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec4 pos;
// varying vec4 pos;
varying vec4 localPos;
varying vec4 gcolor;
varying vec2 lightmapCoords;
+4 -1
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@@ -1,7 +1,10 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
varying vec4 pos;
// varying vec4 pos;
varying vec4 localPos;
varying vec4 gcolor;
varying vec2 lightmapCoords;
+7
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@@ -1,3 +1,10 @@
#define ANTIALIASING_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define SPECULAR_RELATED_SETTINGS
#define FORWARD_SPECULAR_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
+2 -2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
@@ -45,8 +47,6 @@ uniform int framemod4_DH;
#define DH_TAA_OVERRIDE
#include "/lib/TAA_jitter.glsl"
uniform vec3 cameraPosition;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
+5
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@@ -1,3 +1,8 @@
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
// #if defined END_SHADER || defined NETHER_SHADER
+2
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@@ -1,3 +1,5 @@
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/items.glsl"
+6 -2
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@@ -1,5 +1,10 @@
#extension GL_ARB_shader_texture_lod : enable
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#define SUB_SURFACE_SCATTERING_RELATED_SETTINGS
#define EMISSION_RELATED_SETTINGS
#define WETNESS_RELATED_SETTINGS
#define PARALLAX_OCCLUSION_MAPPING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
@@ -654,7 +659,6 @@ void main() {
gl_FragData[1].b = SpecularTex.b;
#endif
#if DEBUG_VIEW == debug_MATERIAL_SSS
Albedo.rgb = vec3(0.1);
+5 -1
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@@ -1,4 +1,8 @@
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#define GEOMETRY_ANIMATION_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
+11 -13
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@@ -1,3 +1,14 @@
#define NETHER_RELATED_SETTINGS
#define END_RELATED_SETTINGS
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#define EMISSION_RELATED_SETTINGS
#define SPECULAR_RELATED_SETTINGS
#define FORWARD_SPECULAR_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
#undef FLASHLIGHT_BOUNCED_INDIRECT
@@ -138,19 +149,6 @@ uniform float waterEnteredAltitude;
#include "/lib/lpv_render.glsl"
#endif
#define FORWARD_SPECULAR
#define FORWARD_SSR_QUALITY 30 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 200 300 400 500]
#define FORWARD_BACKGROUND_REFLECTION
// #define FORWARD_ROUGH_REFLECTION
#ifdef FORWARD_SPECULAR
#endif
#if FORWARD_SSR_QUALITY > -1
#endif
#ifdef FORWARD_BACKGROUND_REFLECTION
#endif
#ifdef FORWARD_ROUGH_REFLECTION
#endif
#include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl"
+5
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@@ -1,3 +1,8 @@
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
@@ -1,3 +1,4 @@
#define EMISSION_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec4 color;
@@ -1,3 +1,4 @@
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
+7 -1
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@@ -1,3 +1,9 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define DIRECT_LIGHT_RELATED_SETTINGS
#define SUB_SURFACE_SCATTERING_RELATED_SETTINGS
#define INDIRECT_EFFECT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#include "/lib/settings.glsl"
#ifndef DH_AMBIENT_OCCLUSION
@@ -409,7 +415,7 @@ void main() {
vec3 FlatNormals = normalize(texture2D(colortex15,texcoord).rgb * 2.0 - 1.0);
#if defined DENOISE_SSS_AND_SSAO && indirect_effect == SSAO_FILTERED || indirect_effect == SSAO_HQ
#if defined indirect_effect == SSAO_FILTERED || indirect_effect == SSAO_HQ
if(z >= 1.0) FlatNormals = normal;
vec2 SSAO_SSS = SSAO(viewPos, worldToView(normal), worldToView(FlatNormals), hand, noise);
+2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
flat varying vec2 TAA_Offset;
+26 -47
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@@ -1,3 +1,20 @@
#define NETHER_RELATED_SETTINGS
#define END_RELATED_SETTINGS
#define HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#define SKY_RELATED_SETTINGS
#define WETNESS_RELATED_SETTINGS
#define EMISSION_RELATED_SETTINGS
#define DEFFERRED_LIGHTING_PASS_RELATED_SETTINGS
#define SUB_SURFACE_SCATTERING_RELATED_SETTINGS
#define SPECULAR_RELATED_SETTINGS
#define DEFERRED_SPECULAR_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define DIRECT_LIGHT_RELATED_SETTINGS
#define INDIRECT_EFFECT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
// #if defined END_SHADER || defined NETHER_SHADER
@@ -31,20 +48,14 @@ uniform float nightVision;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
flat varying vec3 moonCol;
#if SUN_SPECULAR_MULT != 0
#define LIGHTSOURCE_REFLECTION
#endif
#endif
#ifdef NETHER_SHADER
const bool colortex4MipmapEnabled = true;
#undef LIGHTSOURCE_REFLECTION
#endif
#ifdef END_SHADER
flat varying float Flashing;
#undef LIGHTSOURCE_REFLECTION
#endif
uniform int hideGUI;
@@ -116,7 +127,10 @@ uniform vec3 sunVec;
flat varying vec3 WsunVec;
flat varying vec3 unsigned_WsunVec;
flat varying vec3 WmoonVec;
flat varying vec3 albedoSmooth;
#ifdef FLASHLIGHT
flat varying vec3 albedoSmooth;
#endif
#ifdef IS_LPV_ENABLED
uniform int heldItemId;
@@ -148,9 +162,7 @@ float convertHandDepth_2(in float depth, bool hand) {
#include "/lib/sky_gradient.glsl"
#ifdef OVERWORLD_SHADER
#include "/lib/scene_controller.glsl"
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
#endif
@@ -163,24 +175,8 @@ float convertHandDepth_2(in float depth, bool hand) {
#define LIGHTNINGFLASH_DIFFUSE
#include "/lib/lightning_stuff.glsl"
// #define DEFERRED_SPECULAR
#define DEFERRED_SSR_QUALITY 30 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 200 300 400 500]
#define DEFERRED_BACKGROUND_REFLECTION
#define DEFERRED_ROUGH_REFLECTION
#ifdef DEFERRED_SPECULAR
#endif
#if DEFERRED_SSR_QUALITY > -1
#endif
#ifdef DEFERRED_BACKGROUND_REFLECTION
#endif
#ifdef DEFERRED_ROUGH_REFLECTION
#endif
#include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl"
#include "/lib/end_fog.glsl"
#include "/lib/DistantHorizons_projections.glsl"
@@ -650,17 +646,12 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
// Density = 1.0;
#ifdef OLD_INDIRECT_SSS
float scatterDepth = 1.0 - pow(1.0-Scattering, 0.5 + Density * 2.5);
vec3 absorbColor = vec3(1.0) * exp(-(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier * 0.01);
vec3 scatter = scatterDepth * absorbColor * pow(Density, LabSSS_Curve);
#else
float scatterDepth = pow(Scattering,3.5);
scatterDepth = 1.0-pow(1.0-scatterDepth,5.0);
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -20.0 * sss_absorbance_multiplier);
vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth) * pow(Density, LabSSS_Curve);
#endif
float scatterDepth = pow(Scattering,3.5);
scatterDepth = 1.0-pow(1.0-scatterDepth,5.0);
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -20.0 * sss_absorbance_multiplier);
vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth) * pow(Density, LabSSS_Curve);
// scatter *= 1.0 + exp(-7.0*(-playerPosNormalized.y*0.5+0.5));
@@ -1404,19 +1395,7 @@ void main() {
if(translucentMasks > 0.0){
// water absorbtion will impact ALL light coming up from terrain underwater.
gl_FragData[0].rgb *= Absorbtion;
// #ifdef DISTANT_HORIZONS
// float DH_mixedLinearZ = sqrt(texelFetch2D(colortex12,ivec2(gl_FragCoord.xy),0).a/65000.0);
// vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, colortex12, DH_mixedLinearZ);
// #else
// vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, depthtex1, ld(z));
// #endif
// gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
}
// gl_FragData[0].rgb = (sqrt(texelFetch2D(colortex4,ivec2(gl_FragCoord.xy/4.0),0).a/65000.0)) * vec3(1.0);
////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP
gl_FragData[0].rgb = vec3(1.0) * (Shadows * NdotL * 0.9 + 0.1);
+5 -1
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
@@ -13,7 +15,9 @@ flat varying vec3 unsigned_WsunVec;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
flat varying vec3 moonCol;
flat varying vec3 albedoSmooth;
#ifdef FLASHLIGHT
flat varying vec3 albedoSmooth;
#endif
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
+2
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@@ -1,3 +1,5 @@
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#define POST_PROCESSING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
+1
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@@ -1,3 +1,4 @@
#define POST_PROCESSING_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec2 texcoord;
+13
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@@ -1,3 +1,14 @@
#define NETHER_RELATED_SETTINGS
#define END_RELATED_SETTINGS
#define SKY_RELATED_SETTINGS
#define ATMOSPHERE_COEFF_RELATED_SETTINGS
#define DISTANCE_BASED_FOG_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define VOLUMETRIC_FOG_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
#define EXCLUDE_WRITE_TO_LUT
@@ -25,6 +36,7 @@ uniform sampler2D colortex10;
uniform sampler2D colortex12;
uniform sampler2D colortex14;
flat varying vec3 WsunVec;
uniform vec3 sunVec;
uniform float sunElevation;
@@ -227,6 +239,7 @@ uniform sampler2D colortex4;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
/*
from https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/
Copyright 2019 Alan Wolfe
+3
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@@ -1,3 +1,6 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
+5
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@@ -1,3 +1,8 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SKY_RELATED_SETTINGS
#define DISTANCE_BASED_FOG_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#define WATER_RELATED_SETTINGS
#include "/lib/settings.glsl"
flat varying vec3 zMults;
+3
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@@ -1,3 +1,6 @@
#define ANTIALIASING_RELATED_SETTINGS
#define SKY_RELATED_SETTINGS
#define DISTANCE_BASED_FOG_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec2 texcoord;
+1
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@@ -1,3 +1,4 @@
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
+2
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@@ -1,3 +1,5 @@
#define GAMEPLAY_EFFECTS_RELATED_SETTINGS
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
+2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
+14 -12
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@@ -1,21 +1,23 @@
#define NETHER_RELATED_SETTINGS
#define END_RELATED_SETTINGS
#define ATMOSPHERE_COEFF_RELATED_SETTINGS
#define SUN_AND_MOON_RELATED_SETTINGS
#define SKY_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define AMBIENT_LIGHT_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#define VOLUMETRIC_CLOUD_RELATED_SETTINGS
#define VOLUMETRIC_FOG_RELATED_SETTINGS
#include "/lib/settings.glsl"
#define ReflectedFog
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
flat varying vec3 lightSourceColor;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
// flat varying vec3 zenithColor;
// flat varying vec3 rayleighAborbance;
// flat varying vec3 WsunVec;
flat varying vec2 tempOffsets;
flat varying float exposure;
flat varying float avgBrightness;
@@ -76,7 +78,7 @@ vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
#include "/lib/ROBOBO_sky.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/waterBump.glsl"
// #include "/lib/waterBump.glsl"
vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
// vec3 WsunVec = normalize(LightDir);
@@ -294,7 +296,7 @@ float mixhistory = 0.06;
/// --- Sky only
if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.,0.0,1.0);
vec3 viewVector = cartToSphere(p);
vec2 planetSphere = vec2(0.0);
@@ -320,7 +322,7 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
/// --- Sky + clouds + fog
if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.,0.0,1.0);
vec3 viewVector = cartToSphere(p);
@@ -361,7 +363,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
//Sky gradient with clouds
if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.,-0.2,1.2);
vec3 viewVector = cartToSphere(p);
float noise = interleaved_gradientNoise_temporal();
+8 -1
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@@ -1,3 +1,11 @@
#define DEPTH_OF_FIELD_RELATED_SETTINGS
#define ATMOSPHERE_COEFF_RELATED_SETTINGS
#define SUN_AND_MOON_RELATED_SETTINGS
#define EXPOSURE_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#define SEASONS_RELATED_SETTINGS
#define VOLUMETRIC_FOG_RELATED_SETTINGS
#define SCENE_CONTROLLER_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
@@ -15,7 +23,6 @@ flat varying vec3 moonColor;
flat varying vec3 lightSourceColor;
flat varying vec3 zenithColor;
flat varying vec2 tempOffsets;
flat varying float exposure;
flat varying float avgBrightness;
+2
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@@ -1,3 +1,5 @@
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
void main() {
+2
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@@ -1,3 +1,5 @@
#define GAMEPLAY_EFFECTS_RELATED_SETTINGS
#define POST_PROCESSING_RELATED_SETTINGS
#include "/lib/settings.glsl"
uniform sampler2D colortex7;
+4
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@@ -7,6 +7,10 @@ const ivec3 workGroups = ivec3(6, 6, 1);
#include "/lib/blocks.glsl"
#include "/lib/entities.glsl"
#include "/lib/lpv_blocks.glsl"
#define TORCH_R 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 TORCH_G 0.5 // [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 TORCH_B 0.25 // [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]
const vec3 LightColor_Amethyst = vec3(0.464, 0.227, 0.788);
const vec3 LightColor_Candles = vec3(1.0, 0.4, 0.1);
+1 -4
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@@ -668,8 +668,7 @@ screen.POM = Parallax Occlusion Mapping / POM
option.Adaptive_Step_length = Dynamic Quality
option.Horrible_slope_normals = Horrible Slope Normals
screen.Porosity = Porosity / Puddles / Wetness
option.Porosity = Porosity
screen.WETNESS = Wetness / Puddles / Porosity
option.PUDDLE_MODE = Wetness During Rain
value.PUDDLE_MODE.0 = No Wetness
value.PUDDLE_MODE.1 = Puddles + Completely Wet
@@ -856,7 +855,6 @@ screen.Fog.comment = Configure settings related to the raymarched volumetric fog
option.CaveFogFallOff.comment = Configure how quickly the fog gradient reaches its brightest part.
screen.Clouds.comment = Configure settings related to the raymarched volumetric clouds.
option.VOLUMETRIC_CLOUDS.comment = Toggle the clouds. §aPERFORMANCE COST:§r medium to high
option.CLOUDS_QUALITY.comment = Configure the resolution of the volumetric clouds. §aPERFORMANCE COST:§r high
option.CLOUDS_SHADOWS.comment = Toggle shadows that are casted from the clouds onto the ground, and fog below them. §aPERFORMANCE COST:§r low to medium
option.DAILY_WEATHER_PROFILE.comment = Toggle the weather that changes every day. §bWhat is this?§r There are 10 weather profiles that the shader cycles through every day. You cannot change any cloud coverage settings when this is enabled. §aPERFORMANCE COST:§r low
@@ -867,7 +865,6 @@ screen.Clouds.comment = Configure settings related to the raymarched volumetric
screen.World.comment = Configure settings for various things that happen in the world, from waving plants to water related settings.
screen.Water.comment = Configure settings related to the water.
option.Dirt_Amount.comment = Configure how much dirt is in water. This controls how much fog is within water.
option.Water_Top_Layer.comment = Configure the Y coordinate at which the ocean should be in the world.
screen.Water_fog_color.comment = Configure colors of the water fog.
screen.Climate.comment = Configure settings related to the climate, like seasonal colors, daily weather, and biome specific fog.
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@@ -64,7 +64,11 @@ SOFTWARE.*/
// vec3 RandomPosition = hash31(frameTimeCounter);
float vortexBoundRange = 300.0;
vec3 ManualLightPos = vec3(ORB_X, ORB_Y, ORB_Z);
#ifdef THE_ORB
vec3 ManualLightPos = vec3(ORB_X, ORB_Y, ORB_Z);
#else
vec3 ManualLightPos = vec3(0.0);
#endif
vec3 LightSourcePosition(vec3 worldPos, vec3 cameraPos, float vortexBounds){
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@@ -1,4 +1,5 @@
#version 120
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#if RESOURCEPACK_SKY != 0
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@@ -1,5 +1,6 @@
#version 120
#define DIRECT_LIGHT_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#include "/lib/settings.glsl"
varying vec4 color;
@@ -18,20 +19,13 @@ float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
void main() {
vec4 shadowColor = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef TRANSLUCENT_COLORED_SHADOWS
if(shadowColor.a > 0.9999) shadowColor.rgb = vec3(0.0);
#endif
gl_FragData[0] = shadowColor;
// gl_FragData[0] = vec4(texture2D(tex,texcoord.xy).rgb * color.rgb, texture2DLod(tex, texcoord.xy, 0).a);
#ifdef Stochastic_Transparent_Shadows
#if defined Stochastic_Transparent_Shadows
if(gl_FragData[0].a < blueNoise()) { discard; return;}
#endif
}
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@@ -1,5 +1,9 @@
#version 120
#define GEOMETRY_ANIMATION_RELATED_SETTINGS
#define SHADOWMAP_CONSTANT_RELATED_SETTINGS
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#extension GL_ARB_explicit_attrib_location: enable
#extension GL_ARB_shader_image_load_store: enable
@@ -1,7 +1,9 @@
#version 120
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#if RESOURCEPACK_SKY != 0
#include "/lib/res_params.glsl"
/*
!! DO NOT REMOVE !!
@@ -1,4 +1,5 @@
#version 120
#define ANTIALIASING_RELATED_SETTINGS
#include "/lib/settings.glsl"
#if RESOURCEPACK_SKY != 0