mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
Clean code, improve settings layouts. add handheld light brightness
This commit is contained in:
@@ -67,11 +67,11 @@ void main() {
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vec4 viewPos = gl_ModelViewMatrix * vPos;
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localPos = gbufferModelViewInverse * viewPos;
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#ifdef PLANET_CURVATURE
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#if CURVATURE_AMOUNT != 0
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vec4 worldPos = localPos;
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float curvature = length(worldPos) / (16*8);
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worldPos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldPos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
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worldPos = gbufferModelView * worldPos;
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@@ -63,9 +63,9 @@ void main() {
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// worldpos.y -= length(worldpos)/(16*2);
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#ifdef PLANET_CURVATURE
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#if CURVATURE_AMOUNT != 0
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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@@ -42,7 +42,6 @@ uniform ivec2 eyeBrightnessSmooth;
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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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#include "/lib/TAA_jitter.glsl"
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@@ -89,14 +88,6 @@ void main() {
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normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
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#endif
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// HELD_ITEM_BRIGHTNESS = 0.0;
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// #ifdef Hand_Held_lights
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// if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9;
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// #endif
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#if defined WEATHER || defined LINES
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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@@ -112,9 +103,9 @@ void main() {
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}
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#endif
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#if defined LINES && defined PLANET_CURVATURE
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#if defined LINES && CURVATURE_AMOUNT != 0
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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@@ -38,7 +38,6 @@ flat varying float EMISSIVE;
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flat varying int LIGHTNING;
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flat varying int PORTAL;
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flat varying int SIGN;
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// flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying float blockID;
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flat varying int NameTags;
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@@ -223,11 +222,6 @@ void main() {
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LIGHTNING = 0;
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// if(NameTags > 0) EMISSIVE = 0.9;
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// HELD_ITEM_BRIGHTNESS = 0.0;
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// #ifdef Hand_Held_lights
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// if(heldItemId > 999 || heldItemId2 > 999 ) HELD_ITEM_BRIGHTNESS = 0.9;
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// #endif
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// normal block lightsources
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if(mc_Entity.x >= 100 && mc_Entity.x < 300) EMISSIVE = 0.5;
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@@ -331,9 +325,9 @@ void main() {
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}
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#endif
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#ifdef PLANET_CURVATURE
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#if CURVATURE_AMOUNT != 0
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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@@ -78,7 +78,6 @@ uniform float screenBrightness;
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uniform int heldItemId;
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uniform int heldItemId2;
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// flat varying float HELD_ITEM_BRIGHTNESS;
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uniform vec2 texelSize;
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@@ -171,9 +170,9 @@ void main() {
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vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz;
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#ifdef PLANET_CURVATURE
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#if CURVATURE_AMOUNT != 0
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float curvature = length(worldpos) / (16*8);
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worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
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worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
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#endif
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position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
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@@ -182,12 +181,6 @@ void main() {
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gl_Position = toClipSpace3(position);
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#endif
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// HELD_ITEM_BRIGHTNESS = 0.0;
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// #ifdef Hand_Held_lights
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// if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9;
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// #endif
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// 1.0 = water mask
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// 0.9 = entity mask
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// 0.8 = reflective entities
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@@ -477,20 +477,23 @@ void doEdgeAwareBlur(
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);
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for(int i = 0; i < 4; i++) {
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ivec2 offset = OFFSET[i];
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#ifdef USING_LOD_MOD
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float offsetDepth = sqrt(texelFetch(depth, UV + OFFSET[i] + UV_NOISE,0).a/65000.0);
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float offsetDepth = sqrt(texelFetch(depth, UV + offset + UV_NOISE,0).a/65000.0);
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#else
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float offsetDepth = ld(convertHandDepth_2(texelFetch(depth, UV + OFFSET[i] + UV_NOISE, 0).r,hand));
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float offsetDepth = ld(convertHandDepth_2(texelFetch(depth, UV + offset + UV_NOISE, 0).r,hand));
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#endif
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7;
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#ifdef Variable_Penumbra_Shadows
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shadow_RESULT += texelFetch(tex1, UV + OFFSET[i] + UV_NOISE, 0).rgb*edgeDiff;
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shadow_RESULT += texelFetch(tex1, UV + offset + UV_NOISE, 0).rgb*edgeDiff;
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#endif
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#if indirect_effect == SSAO_FILTERED
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ssao_RESULT += texelFetch(tex2, UV + OFFSET[i] + UV_NOISE, 0).rg*edgeDiff;
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ssao_RESULT += texelFetch(tex2, UV + offset + UV_NOISE, 0).rg*edgeDiff;
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#endif
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edgeSum += edgeDiff;
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+38
-35
@@ -141,14 +141,14 @@ screen.Direct_Light = Direct Light
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screen.Ambient_light = Ambient Light
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screen.LPV = FloodFill Colored Lighting §cⓘ IRIS REQUIRED§r
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option.LPV_ENABLED = Enabled
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option.LPV_SIZE = Size
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value.LPV_SIZE.6 = Small [64]
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value.LPV_SIZE.7 = Medium [128]
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value.LPV_SIZE.8 = Large [256]
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option.LPV_ENABLED = FloodFill Colored Lighting
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option.LPV_SIZE = FloodFill Render Distance
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value.LPV_SIZE.6 = 4 chunks
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value.LPV_SIZE.7 = 8 chunks
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value.LPV_SIZE.8 = 16 chunks
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option.LPV_SATURATION = Light Saturation
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suffix.LPV_SATURATION=%
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option.LPV_TINT_SATURATION = Tint Saturation
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option.LPV_TINT_SATURATION = Glass Tint Saturation
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suffix.LPV_TINT_SATURATION=%
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option.LPV_NORMAL_STRENGTH = Normal Strength
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suffix.LPV_NORMAL_STRENGTH = %
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@@ -160,16 +160,17 @@ screen.Ambient_light = Ambient Light
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option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
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suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
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option.VANILLA_LIGHTMAP_MASK = Vanilla Torch lightmap Mask
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option.AO_in_sunlight = Apply AO to sunlight
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option.AO_Strength = AO Multiplier
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option.GI_Strength = GI Multiplier
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option.HQ_SSGI = Long Range Marching (SSRT)
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option.LONG_RANGE_SSRT = Long Range Marching (SSRT)
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option.UseQuarterResDepth = sample 1/4 resolution depth (SSRT)
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option.Hand_Held_lights = Hand Held Light
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option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light (SSRT)
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option.ambientOcclusionLevel = Vanilla AO Amount
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option.ambient_brightness = Ambient Light Brightness
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option.MIN_LIGHT_AMOUNT = Minimum Light Brightness
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option.MINIMUM_OUTDOOR_LIGHT = Minimum Light Brightness §bⓘ Outdoors§
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option.MINIMUM_INDOOR_LIGHT = Minimum Light Brightness §bⓘ Indoors§
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option.indirect_effect = Indirect Lighting
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value.indirect_effect.VANILLA_AO = Vanilla AO
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value.indirect_effect.SSAO_FILTERED = SSAO
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@@ -178,19 +179,16 @@ screen.Ambient_light = Ambient Light
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value.indirect_effect.SSRT_AO = SSRT (AO only) §c⚠ LOTS OF VISUAL NOISE§r
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value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) §c⚠ LOTS OF VISUAL NOISE§r
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screen.Ambient_Colors = Ambient Light Color
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option.AmbientLight_R = Red Amount
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option.AmbientLight_G = Green Amount
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option.AmbientLight_B = Blue Amount
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option.ambient_colortype = Coloring Type
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value.ambient_colortype.0 = Temperature
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value.ambient_colortype.1 = RGB
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screen.INDIRECT_LIGHT_COLORS = Lighting Colors
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option.ambient_brightness = Ambient Light Brightness
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option.AmbientLight_R = ↑ Light Color R
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option.AmbientLight_G = ↑ Light Color G
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option.AmbientLight_B = ↑ Light Color B
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screen.Torch_Colors = Torch Color
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option.TORCH_AMOUNT = Torch Light Multiplier
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option.TORCH_R = Red Amount
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option.TORCH_G = Green Amount
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option.TORCH_B = Blue Amount
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option.TORCH_AMOUNT = Torch Light Brightness
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option.TORCH_R = ↑ Light Color R
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option.TORCH_G = ↑ Light Color G
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option.TORCH_B = ↑ Light Color B
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option.HANDHELD_LIGHTSOURCE_MODE = Handheld Light Mode
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value.HANDHELD_LIGHTSOURCE_MODE.0 = §cOFF
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@@ -198,17 +196,19 @@ screen.Ambient_light = Ambient Light
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value.HANDHELD_LIGHTSOURCE_MODE.2 = Flashlight §bⓘ From Lightsource Items§
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value.HANDHELD_LIGHTSOURCE_MODE.3 = Flashlight §bⓘ Always on§r
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screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Lightsource Settings
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screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Light Settings
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option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
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value.HANDHELD_LIGHTSOURCE_RANGE.0 = Use Held Item's Light Level
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value.HANDHELD_LIGHTSOURCE_RANGE.1 = 1 block
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suffix.HANDHELD_LIGHTSOURCE_RANGE = §c§r blocks
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option.HANDHELD_LIGHTSOURCE_BRIGHTNESS = Handheld Light brightness
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option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
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option.HANDHELD_LIGHTSOURCE_SPECULAR = Reflections from Handheld Light
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option.HANDHELD_LIGHTSOURCE_R = Light Color R
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option.HANDHELD_LIGHTSOURCE_G = Light Color G
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option.HANDHELD_LIGHTSOURCE_B = Light Color B
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option.HANDHELD_LIGHTSOURCE_R = ↑ Light Color R
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option.HANDHELD_LIGHTSOURCE_G = ↑ Light Color G
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option.HANDHELD_LIGHTSOURCE_B = ↑ Light Color B
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option.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS = Shadows from Handheld Light
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value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.0 = §cOFF
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value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.1 = ON §bⓘ First & Third Person§r
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@@ -225,8 +225,7 @@ screen.Ambient_light = Ambient Light
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screen.Ambient_light.comment = Configure settings related to the lighting in shaded places
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option.AO_Strength.comment = Configure the strength of the ambient occlusion created by SSAO, GTAO, and SSRT. §bⓘ What is this?§r ambient occlusion is the small soft shadows in corners and such.
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option.GI_Strength.comment = Configure the strength of the global illumination created by SSRT. §bⓘ What is this?§r global illumination in this scenario specifically is the light bouncing off a surface and onto some other area.
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option.HQ_SSGI.comment = Toggle long range screen-space raytracing. this will allow SSRT lighting to travel ALOT farther within the scene from where it bounces/casts shadows. §a⚠ PERFORMANCE COST:§r very high
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option.Hand_Held_lights.comment = Toggle shader-side hand held lightsources. §a⚠ PERFORMANCE COST:§r very low
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option.LONG_RANGE_SSRT.comment = Toggle long range screen-space raytracing. this will allow SSRT lighting to travel ALOT farther within the scene from where it bounces/casts shadows. §a⚠ PERFORMANCE COST:§r very high
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option.SKY_CONTRIBUTION_IN_SSRT.comment = Allow the SSRT to take the entire sky and fog into account to create high quality lighting for shaded areas. This may introduce more noise. §a⚠ PERFORMANCE COST:§r medium
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option.ambientOcclusionLevel.comment = Configure the strength of the ambient occlusion from vanilla minecraft. §bⓘ What is this?§r This ambient occlusion is in minecraft even without shaders enabled.
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@@ -237,9 +236,9 @@ screen.Ambient_light = Ambient Light
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screen.Ambient_Colors.comment = Configure the color of light in shaded areas.
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screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources.
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option.LPV_SIZE.comment = Configures the size (in blocks) of the volume for colored lighting.
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option.LPV_SATURATION.comment = Configures the intensity of colored lighting.
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option.LPV_TINT_SATURATION.comment = Configures the intensity of tinting by translucent blocks on colored lighting.
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option.LPV_SIZE.comment = Configures the size of the volume for colored lighting.
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option.LPV_SATURATION.comment = Configures how intense the color is for colored lighting.
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option.LPV_TINT_SATURATION.comment = Configures how intense the color is for colored lighting passing through translucent things like stained glass.
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option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction.
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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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@@ -985,10 +984,14 @@ screen.Water = Water Settings
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.World = World
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screen.Waving_Stuff = Waving Stuff
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option.WAVY_PLANTS = Waving Plants
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option.WAVY_STRENGTH = Waving Strength
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option.WAVY_SPEED = Waving Speed
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option.WAVY_SPEED = Waving Foliage Speed
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option.FOLIAGE_ANIMATION_AMOUNT = Waving Foliage Amount
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value.FOLIAGE_ANIMATION_AMOUNT.0 = §cOFF
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suffix.FOLIAGE_ANIMATION_AMOUNT = %
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option.CURVATURE_AMOUNT = Planet Curvature Amount
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value.CURVATURE_AMOUNT.0 = §cOFF
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suffix.CURVATURE_AMOUNT = %
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option.SKY_GROUND = Atmosphere ground
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@@ -87,7 +87,7 @@ vec3 sky_opticalDepth(vec3 position, vec3 direction, const float steps) {
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}
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vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
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return exp(-sky_opticalDepth(position, direction, steps) * rLOG2);
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return exp2(-sky_opticalDepth(position, direction, steps) * rLOG2);
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}
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@@ -52,17 +52,6 @@ vec3 doBlockLightLighting(
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// outside the voxel volume, lerp to vanilla lighting as a fallback
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blockLight = mix(blockLight, lpvSample.rgb + lightColor * 2.5 * min(max(lightmap-0.999,0.0)/(1.0-0.999),1.0), voxelRangeFalloff);
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// #ifdef Hand_Held_lights
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// // create handheld lightsources
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// const vec3 normal = vec3(0.0); // TODO
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// if (heldItemId > 0)
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// blockLight += GetHandLight(heldItemId, playerPos, normal);
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// if (heldItemId2 > 0)
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// blockLight += GetHandLight(heldItemId2, playerPos, normal);
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// #endif
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#endif
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return blockLight * TORCH_AMOUNT;
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@@ -141,6 +130,7 @@ void calculateFinishedPointLight(
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inout vec3 handPos, inout vec3 lighting
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){
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if(lightLevel > 1e-6){
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// in third person, mirror positions when backfacing third person is used.
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float headViewDir = max((mat3(gbufferModelView) * playerLookVector).z,0);
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@@ -164,15 +154,15 @@ void calculateFinishedPointLight(
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lighting = sampledLightColor.rgb;
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float lightRange = sampledLightColor.a;
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// ensure that there is color if no light item is held.
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// ensure that there is color if no light item is held. or if the light item is not listed.
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#if HANDHELD_LIGHTSOURCE_MODE == 3
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if(heldItemId < 1){
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lighting = vec3(HANDHELD_LIGHTSOURCE_R,HANDHELD_LIGHTSOURCE_G,HANDHELD_LIGHTSOURCE_B);
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lighting = vec3(HANDHELD_LIGHTSOURCE_R, HANDHELD_LIGHTSOURCE_G, HANDHELD_LIGHTSOURCE_B);
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lightRange = 15.0;
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}
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#else
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if(heldItemId < 1){
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lighting = vec3(HANDHELD_LIGHTSOURCE_R,HANDHELD_LIGHTSOURCE_G,HANDHELD_LIGHTSOURCE_B);
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lighting = vec3(HANDHELD_LIGHTSOURCE_R, HANDHELD_LIGHTSOURCE_G, HANDHELD_LIGHTSOURCE_B);
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lightRange = lightLevel;
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lighting *= lightRange/15.0;
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}
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@@ -237,4 +227,6 @@ void doHandHeldLight(
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calculateFinishedPointLight(viewPos, normal, float(heldBlockLightValue2), heldItemId2, vec3( 0.25, 0.1-playerLookVector.y*0.2, 0.1), passOffHandPos, passOffHandCol);
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#endif
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passMainHandCol *= HANDHELD_LIGHTSOURCE_BRIGHTNESS;
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passOffHandCol *= HANDHELD_LIGHTSOURCE_BRIGHTNESS;
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}
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@@ -196,7 +196,7 @@ vec3 ApplySSRT(
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vec2 ij = fract(R2_samples(seed) + noise.xy);
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vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij)));
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#ifdef HQ_SSGI
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#ifdef LONG_RANGE_SSRT
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vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
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#else
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vec3 rayHit = RT_alternate(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 10., isLOD, CURVE); // choc sspt
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+14
-13
@@ -81,7 +81,7 @@
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#define AO_in_sunlight
|
||||
#define AO_Strength 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
|
||||
// #define SKY_CONTRIBUTION_IN_SSRT
|
||||
// #define HQ_SSGI
|
||||
// #define LONG_RANGE_SSRT
|
||||
#define GI_Strength 1.0 // [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
|
||||
#define RAY_COUNT 4 // [1 2 3 4 5 6 7 8 9 10 12 14 16 18 21 24 28 32 37 43 49 57 65 75 86 100]
|
||||
#define SEPARATE_AO
|
||||
@@ -91,12 +91,13 @@
|
||||
|
||||
#if defined HANDHELD_LIGHTSOURCE_RELATED_SETTINGS
|
||||
#define HANDHELD_LIGHTSOURCE_MODE 1 // [0 1 2 3]
|
||||
#define HANDHELD_LIGHTSOURCE_RANGE 0 // [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 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200 205 210 215 220 225 230 235 240 245 250 255]
|
||||
#define HANDHELD_LIGHTSOURCE_RANGE 0 // [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 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200 205 210 215 220 225 230 235 240 245 250 250 300 350 400 450 500 1000]
|
||||
#define HANDHELD_LIGHTSOURCE_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 HANDHELD_LIGHTSOURCE_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 HANDHELD_LIGHTSOURCE_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]
|
||||
#define HANDHELD_LIGHTSOURCE_SPECULAR
|
||||
#define HANDHELD_LIGHTSOURCE_SSRT_SHADOWS 2 // [0 1 2]
|
||||
#define HANDHELD_LIGHTSOURCE_BRIGHTNESS 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
|
||||
|
||||
// #define FLASHLIGHT_BOUNCED_INDIRECT
|
||||
// #define FLASHLIGHT_FOG_ILLUMINATION
|
||||
@@ -104,11 +105,6 @@
|
||||
#define FLASHLIGHT_SIZE 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0]
|
||||
#define FLASHLIGHT_BRIGHTNESS_MULT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 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 60.0 70.0 80.0 90.0 100.0 ]
|
||||
#define FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 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 60.0 70.0 80.0 90.0 100.0 ]
|
||||
|
||||
// will fix later
|
||||
#if HANDHELD_LIGHTSOURCE_MODE > 0
|
||||
#define Hand_Held_lights
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined VOLUMETRIC_FOG_RELATED_SETTINGS
|
||||
@@ -348,8 +344,13 @@
|
||||
#endif
|
||||
|
||||
#if defined GEOMETRY_ANIMATION_RELATED_SETTINGS
|
||||
#define WAVY_PLANTS
|
||||
#define WAVY_STRENGTH 1.0 // [0.1 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0]
|
||||
#define FOLIAGE_ANIMATION_AMOUNT 50 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100]
|
||||
|
||||
// do this a not shit way another time
|
||||
#define WAVY_STRENGTH (float(FOLIAGE_ANIMATION_AMOUNT))/50.0f
|
||||
#if FOLIAGE_ANIMATION_AMOUNT > 0
|
||||
#define WAVY_PLANTS
|
||||
#endif
|
||||
#define WAVY_SPEED 1.0 // [0.001 0.01 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 1.0 1.25 1.5 2.0 3.0 4.0]
|
||||
#endif
|
||||
|
||||
@@ -669,11 +670,8 @@
|
||||
#define AEROCHROME_PINKNESS 0.3 // How pink it is from red [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
|
||||
const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
|
||||
#endif
|
||||
// #define PLANET_CURVATURE
|
||||
#if defined PLANET_CURVATURE
|
||||
#define CURVATURE_AMOUNT 1.0 // [-10.0 -9.0 -8.0 -7.0 -6.0 -5.0 -4.0 -3.0 -2.0 -1.9 -1.8 -1.7 -1.6 -1.5 -1.4 -1.3 -1.2 -1.1 -1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
|
||||
#endif
|
||||
|
||||
#define CURVATURE_AMOUNT 0 // [-100 -99 -98 -97 -96 -95 -94 -93 -92 -91 -90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100]
|
||||
#define RESOURCEPACK_SKY 0 // [0 1 2 3]
|
||||
#define LIGHTLEAKFIX_MODE 1 // [0 1 2]
|
||||
#define PLANET_GROUND_BRIGHTNESS 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
|
||||
@@ -899,6 +897,9 @@
|
||||
#ifdef LABEL_0
|
||||
#define LABEL_0 0 // [0]
|
||||
#endif
|
||||
#ifdef LABEL_1
|
||||
#define LABEL_1 0 // [0]
|
||||
#endif
|
||||
#ifdef TERRIBLE_SSR_LOD_FALLBACK
|
||||
#endif
|
||||
#ifdef HANDHELD_LIGHTSOURCE_SPECULAR
|
||||
|
||||
+220
-244
File diff suppressed because one or more lines are too long
@@ -260,9 +260,9 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef PLANET_CURVATURE
|
||||
#if CURVATURE_AMOUNT != 0
|
||||
float curvature = length(worldpos) / (16*8);
|
||||
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
|
||||
worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
|
||||
#endif
|
||||
|
||||
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
|
||||
|
||||
@@ -260,9 +260,9 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef PLANET_CURVATURE
|
||||
#if CURVATURE_AMOUNT != 0
|
||||
float curvature = length(worldpos) / (16*8);
|
||||
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
|
||||
worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
|
||||
#endif
|
||||
|
||||
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
|
||||
|
||||
@@ -260,9 +260,9 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef PLANET_CURVATURE
|
||||
#if CURVATURE_AMOUNT != 0
|
||||
float curvature = length(worldpos) / (16*8);
|
||||
worldpos.y -= curvature*curvature * CURVATURE_AMOUNT;
|
||||
worldpos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f);
|
||||
#endif
|
||||
|
||||
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz;
|
||||
|
||||
Reference in New Issue
Block a user