From d69cdf0c150463faceeeb7eb948abd4b22ace298 Mon Sep 17 00:00:00 2001 From: Xonk Date: Tue, 20 Jan 2026 20:05:33 -0500 Subject: [PATCH] Clean code, improve settings layouts. add handheld light brightness --- shaders/dimensions/DH_solid.vsh | 4 +- shaders/dimensions/DH_translucent.vsh | 4 +- shaders/dimensions/all_particles.vsh | 13 +- shaders/dimensions/all_solid.vsh | 10 +- shaders/dimensions/all_translucent.vsh | 11 +- shaders/dimensions/composite1.fsh | 11 +- shaders/lang/en_us.lang | 73 +-- shaders/lib/ROBOBO_sky.glsl | 2 +- shaders/lib/diffuse_lighting.glsl | 20 +- shaders/lib/indirect_lighting_effects.glsl | 2 +- shaders/lib/settings.glsl | 27 +- shaders/shaders.properties | 464 +++++++++--------- shaders/world0/shadow.vsh | 4 +- shaders/world0_with_aether_flag/shadow.vsh | 4 +- .../shadow.vsh | 4 +- 15 files changed, 303 insertions(+), 350 deletions(-) diff --git a/shaders/dimensions/DH_solid.vsh b/shaders/dimensions/DH_solid.vsh index 34693ef..b5f463b 100644 --- a/shaders/dimensions/DH_solid.vsh +++ b/shaders/dimensions/DH_solid.vsh @@ -67,11 +67,11 @@ void main() { vec4 viewPos = gl_ModelViewMatrix * vPos; localPos = gbufferModelViewInverse * viewPos; - #ifdef PLANET_CURVATURE + #if CURVATURE_AMOUNT != 0 vec4 worldPos = localPos; float curvature = length(worldPos) / (16*8); - worldPos.y -= curvature*curvature * CURVATURE_AMOUNT; + worldPos.y -= curvature*curvature * (float(CURVATURE_AMOUNT)/10.0f); worldPos = gbufferModelView * worldPos; diff --git a/shaders/dimensions/DH_translucent.vsh b/shaders/dimensions/DH_translucent.vsh index 6bc146e..b090dce 100644 --- a/shaders/dimensions/DH_translucent.vsh +++ b/shaders/dimensions/DH_translucent.vsh @@ -63,9 +63,9 @@ void main() { // worldpos.y -= length(worldpos)/(16*2); - #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(gbufferModelView) * worldpos + gbufferModelView[3].xyz; diff --git a/shaders/dimensions/all_particles.vsh b/shaders/dimensions/all_particles.vsh index cb64fc5..bffb07f 100644 --- a/shaders/dimensions/all_particles.vsh +++ b/shaders/dimensions/all_particles.vsh @@ -42,7 +42,6 @@ uniform ivec2 eyeBrightnessSmooth; uniform int heldItemId; uniform int heldItemId2; -flat varying float HELD_ITEM_BRIGHTNESS; #include "/lib/TAA_jitter.glsl" @@ -89,14 +88,6 @@ void main() { normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0); #endif - - // HELD_ITEM_BRIGHTNESS = 0.0; - - // #ifdef Hand_Held_lights - // if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9; - // #endif - - #if defined WEATHER || defined LINES vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; @@ -112,9 +103,9 @@ void main() { } #endif - #if defined LINES && defined PLANET_CURVATURE + #if defined LINES && 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(gbufferModelView) * worldpos + gbufferModelView[3].xyz; diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index b743420..49e32e4 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -38,7 +38,6 @@ flat varying float EMISSIVE; flat varying int LIGHTNING; flat varying int PORTAL; flat varying int SIGN; -// flat varying float HELD_ITEM_BRIGHTNESS; flat varying float blockID; flat varying int NameTags; @@ -223,11 +222,6 @@ void main() { LIGHTNING = 0; // if(NameTags > 0) EMISSIVE = 0.9; - // HELD_ITEM_BRIGHTNESS = 0.0; - // #ifdef Hand_Held_lights - // if(heldItemId > 999 || heldItemId2 > 999 ) HELD_ITEM_BRIGHTNESS = 0.9; - // #endif - // normal block lightsources if(mc_Entity.x >= 100 && mc_Entity.x < 300) EMISSIVE = 0.5; @@ -331,9 +325,9 @@ 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(gbufferModelView) * worldpos + gbufferModelView[3].xyz; diff --git a/shaders/dimensions/all_translucent.vsh b/shaders/dimensions/all_translucent.vsh index 1bcc7c1..1055c1b 100644 --- a/shaders/dimensions/all_translucent.vsh +++ b/shaders/dimensions/all_translucent.vsh @@ -78,7 +78,6 @@ uniform float screenBrightness; uniform int heldItemId; uniform int heldItemId2; -// flat varying float HELD_ITEM_BRIGHTNESS; uniform vec2 texelSize; @@ -171,9 +170,9 @@ void main() { vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; - #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(gbufferModelView) * worldpos + gbufferModelView[3].xyz; @@ -182,12 +181,6 @@ void main() { gl_Position = toClipSpace3(position); #endif - // HELD_ITEM_BRIGHTNESS = 0.0; - - // #ifdef Hand_Held_lights - // if(heldItemId > 999 || heldItemId2 > 999) HELD_ITEM_BRIGHTNESS = 0.9; - // #endif - // 1.0 = water mask // 0.9 = entity mask // 0.8 = reflective entities diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index a50aa1f..5d616b1 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -477,20 +477,23 @@ void doEdgeAwareBlur( ); for(int i = 0; i < 4; i++) { + + ivec2 offset = OFFSET[i]; + #ifdef USING_LOD_MOD - float offsetDepth = sqrt(texelFetch(depth, UV + OFFSET[i] + UV_NOISE,0).a/65000.0); + float offsetDepth = sqrt(texelFetch(depth, UV + offset + UV_NOISE,0).a/65000.0); #else - float offsetDepth = ld(convertHandDepth_2(texelFetch(depth, UV + OFFSET[i] + UV_NOISE, 0).r,hand)); + float offsetDepth = ld(convertHandDepth_2(texelFetch(depth, UV + offset + UV_NOISE, 0).r,hand)); #endif float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7; #ifdef Variable_Penumbra_Shadows - shadow_RESULT += texelFetch(tex1, UV + OFFSET[i] + UV_NOISE, 0).rgb*edgeDiff; + shadow_RESULT += texelFetch(tex1, UV + offset + UV_NOISE, 0).rgb*edgeDiff; #endif #if indirect_effect == SSAO_FILTERED - ssao_RESULT += texelFetch(tex2, UV + OFFSET[i] + UV_NOISE, 0).rg*edgeDiff; + ssao_RESULT += texelFetch(tex2, UV + offset + UV_NOISE, 0).rg*edgeDiff; #endif edgeSum += edgeDiff; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 7e5bebf..e4682ea 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -141,14 +141,14 @@ screen.Direct_Light = Direct Light screen.Ambient_light = Ambient Light screen.LPV = FloodFill Colored Lighting §cⓘ IRIS REQUIRED§r - option.LPV_ENABLED = Enabled - option.LPV_SIZE = Size - value.LPV_SIZE.6 = Small [64] - value.LPV_SIZE.7 = Medium [128] - value.LPV_SIZE.8 = Large [256] + option.LPV_ENABLED = FloodFill Colored Lighting + option.LPV_SIZE = FloodFill Render Distance + value.LPV_SIZE.6 = 4 chunks + value.LPV_SIZE.7 = 8 chunks + value.LPV_SIZE.8 = 16 chunks option.LPV_SATURATION = Light Saturation suffix.LPV_SATURATION=% - option.LPV_TINT_SATURATION = Tint Saturation + option.LPV_TINT_SATURATION = Glass Tint Saturation suffix.LPV_TINT_SATURATION=% option.LPV_NORMAL_STRENGTH = Normal Strength suffix.LPV_NORMAL_STRENGTH = % @@ -160,16 +160,17 @@ screen.Ambient_light = Ambient Light option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=% + option.VANILLA_LIGHTMAP_MASK = Vanilla Torch lightmap Mask + option.AO_in_sunlight = Apply AO to sunlight option.AO_Strength = AO Multiplier option.GI_Strength = GI Multiplier - option.HQ_SSGI = Long Range Marching (SSRT) + option.LONG_RANGE_SSRT = Long Range Marching (SSRT) option.UseQuarterResDepth = sample 1/4 resolution depth (SSRT) - option.Hand_Held_lights = Hand Held Light option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light (SSRT) option.ambientOcclusionLevel = Vanilla AO Amount - option.ambient_brightness = Ambient Light Brightness - option.MIN_LIGHT_AMOUNT = Minimum Light Brightness + option.MINIMUM_OUTDOOR_LIGHT = Minimum Light Brightness §bⓘ Outdoors§ + option.MINIMUM_INDOOR_LIGHT = Minimum Light Brightness §bⓘ Indoors§ option.indirect_effect = Indirect Lighting value.indirect_effect.VANILLA_AO = Vanilla AO value.indirect_effect.SSAO_FILTERED = SSAO @@ -178,19 +179,16 @@ screen.Ambient_light = Ambient Light value.indirect_effect.SSRT_AO = SSRT (AO only) §c⚠ LOTS OF VISUAL NOISE§r value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) §c⚠ LOTS OF VISUAL NOISE§r - screen.Ambient_Colors = Ambient Light Color - option.AmbientLight_R = Red Amount - option.AmbientLight_G = Green Amount - option.AmbientLight_B = Blue Amount - option.ambient_colortype = Coloring Type - value.ambient_colortype.0 = Temperature - value.ambient_colortype.1 = RGB + screen.INDIRECT_LIGHT_COLORS = Lighting Colors + option.ambient_brightness = Ambient Light Brightness + option.AmbientLight_R = ↑ Light Color R + option.AmbientLight_G = ↑ Light Color G + option.AmbientLight_B = ↑ Light Color B - screen.Torch_Colors = Torch Color - option.TORCH_AMOUNT = Torch Light Multiplier - option.TORCH_R = Red Amount - option.TORCH_G = Green Amount - option.TORCH_B = Blue Amount + option.TORCH_AMOUNT = Torch Light Brightness + option.TORCH_R = ↑ Light Color R + option.TORCH_G = ↑ Light Color G + option.TORCH_B = ↑ Light Color B option.HANDHELD_LIGHTSOURCE_MODE = Handheld Light Mode value.HANDHELD_LIGHTSOURCE_MODE.0 = §cOFF @@ -198,17 +196,19 @@ screen.Ambient_light = Ambient Light value.HANDHELD_LIGHTSOURCE_MODE.2 = Flashlight §bⓘ From Lightsource Items§ value.HANDHELD_LIGHTSOURCE_MODE.3 = Flashlight §bⓘ Always on§r - screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Lightsource Settings + screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Light Settings option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range value.HANDHELD_LIGHTSOURCE_RANGE.0 = Use Held Item's Light Level + value.HANDHELD_LIGHTSOURCE_RANGE.1 = 1 block suffix.HANDHELD_LIGHTSOURCE_RANGE = §c§r blocks + option.HANDHELD_LIGHTSOURCE_BRIGHTNESS = Handheld Light brightness option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range option.HANDHELD_LIGHTSOURCE_SPECULAR = Reflections from Handheld Light - option.HANDHELD_LIGHTSOURCE_R = Light Color R - option.HANDHELD_LIGHTSOURCE_G = Light Color G - option.HANDHELD_LIGHTSOURCE_B = Light Color B + option.HANDHELD_LIGHTSOURCE_R = ↑ Light Color R + option.HANDHELD_LIGHTSOURCE_G = ↑ Light Color G + option.HANDHELD_LIGHTSOURCE_B = ↑ Light Color B option.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS = Shadows from Handheld Light value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.0 = §cOFF value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.1 = ON §bⓘ First & Third Person§r @@ -225,8 +225,7 @@ screen.Ambient_light = Ambient Light screen.Ambient_light.comment = Configure settings related to the lighting in shaded places 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. 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. - 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 - option.Hand_Held_lights.comment = Toggle shader-side hand held lightsources. §a⚠ PERFORMANCE COST:§r very low + 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 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 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. @@ -237,9 +236,9 @@ screen.Ambient_light = Ambient Light screen.Ambient_Colors.comment = Configure the color of light in shaded areas. screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources. - option.LPV_SIZE.comment = Configures the size (in blocks) of the volume for colored lighting. - option.LPV_SATURATION.comment = Configures the intensity of colored lighting. - option.LPV_TINT_SATURATION.comment = Configures the intensity of tinting by translucent blocks on colored lighting. + option.LPV_SIZE.comment = Configures the size of the volume for colored lighting. + option.LPV_SATURATION.comment = Configures how intense the color is for colored lighting. + option.LPV_TINT_SATURATION.comment = Configures how intense the color is for colored lighting passing through translucent things like stained glass. option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction. option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting. option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting. @@ -985,10 +984,14 @@ screen.Water = Water Settings ###################################################### ↓↓↓ THIS SUBMENU'S LABELS screen.World = World - screen.Waving_Stuff = Waving Stuff - option.WAVY_PLANTS = Waving Plants - option.WAVY_STRENGTH = Waving Strength - option.WAVY_SPEED = Waving Speed + option.WAVY_SPEED = Waving Foliage Speed + option.FOLIAGE_ANIMATION_AMOUNT = Waving Foliage Amount + value.FOLIAGE_ANIMATION_AMOUNT.0 = §cOFF + suffix.FOLIAGE_ANIMATION_AMOUNT = % + + option.CURVATURE_AMOUNT = Planet Curvature Amount + value.CURVATURE_AMOUNT.0 = §cOFF + suffix.CURVATURE_AMOUNT = % option.SKY_GROUND = Atmosphere ground diff --git a/shaders/lib/ROBOBO_sky.glsl b/shaders/lib/ROBOBO_sky.glsl index 94a4c10..226cc39 100644 --- a/shaders/lib/ROBOBO_sky.glsl +++ b/shaders/lib/ROBOBO_sky.glsl @@ -87,7 +87,7 @@ vec3 sky_opticalDepth(vec3 position, vec3 direction, const float steps) { } vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) { - return exp(-sky_opticalDepth(position, direction, steps) * rLOG2); + return exp2(-sky_opticalDepth(position, direction, steps) * rLOG2); } diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index 6525842..573c4da 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -52,17 +52,6 @@ vec3 doBlockLightLighting( // outside the voxel volume, lerp to vanilla lighting as a fallback blockLight = mix(blockLight, lpvSample.rgb + lightColor * 2.5 * min(max(lightmap-0.999,0.0)/(1.0-0.999),1.0), voxelRangeFalloff); - - // #ifdef Hand_Held_lights - // // create handheld lightsources - // const vec3 normal = vec3(0.0); // TODO - - // if (heldItemId > 0) - // blockLight += GetHandLight(heldItemId, playerPos, normal); - - // if (heldItemId2 > 0) - // blockLight += GetHandLight(heldItemId2, playerPos, normal); - // #endif #endif return blockLight * TORCH_AMOUNT; @@ -141,6 +130,7 @@ void calculateFinishedPointLight( inout vec3 handPos, inout vec3 lighting ){ + if(lightLevel > 1e-6){ // in third person, mirror positions when backfacing third person is used. float headViewDir = max((mat3(gbufferModelView) * playerLookVector).z,0); @@ -164,15 +154,15 @@ void calculateFinishedPointLight( lighting = sampledLightColor.rgb; float lightRange = sampledLightColor.a; - // ensure that there is color if no light item is held. + // ensure that there is color if no light item is held. or if the light item is not listed. #if HANDHELD_LIGHTSOURCE_MODE == 3 if(heldItemId < 1){ - lighting = vec3(HANDHELD_LIGHTSOURCE_R,HANDHELD_LIGHTSOURCE_G,HANDHELD_LIGHTSOURCE_B); + lighting = vec3(HANDHELD_LIGHTSOURCE_R, HANDHELD_LIGHTSOURCE_G, HANDHELD_LIGHTSOURCE_B); lightRange = 15.0; } #else if(heldItemId < 1){ - lighting = vec3(HANDHELD_LIGHTSOURCE_R,HANDHELD_LIGHTSOURCE_G,HANDHELD_LIGHTSOURCE_B); + lighting = vec3(HANDHELD_LIGHTSOURCE_R, HANDHELD_LIGHTSOURCE_G, HANDHELD_LIGHTSOURCE_B); lightRange = lightLevel; lighting *= lightRange/15.0; } @@ -237,4 +227,6 @@ void doHandHeldLight( calculateFinishedPointLight(viewPos, normal, float(heldBlockLightValue2), heldItemId2, vec3( 0.25, 0.1-playerLookVector.y*0.2, 0.1), passOffHandPos, passOffHandCol); #endif + passMainHandCol *= HANDHELD_LIGHTSOURCE_BRIGHTNESS; + passOffHandCol *= HANDHELD_LIGHTSOURCE_BRIGHTNESS; } \ No newline at end of file diff --git a/shaders/lib/indirect_lighting_effects.glsl b/shaders/lib/indirect_lighting_effects.glsl index f758f10..3facdb1 100644 --- a/shaders/lib/indirect_lighting_effects.glsl +++ b/shaders/lib/indirect_lighting_effects.glsl @@ -196,7 +196,7 @@ vec3 ApplySSRT( vec2 ij = fract(R2_samples(seed) + noise.xy); vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij))); - #ifdef HQ_SSGI + #ifdef LONG_RANGE_SSRT vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt #else vec3 rayHit = RT_alternate(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 10., isLOD, CURVE); // choc sspt diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 7b651f8..dda2610 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -81,7 +81,7 @@ #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 diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 2f40e92..0330742 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -43,14 +43,14 @@ particles.before.deferred=false particles.ordering=after #ifdef IS_IRIS -program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS -program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS -program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS -program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS -program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS -program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS + program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS #endif #if defined DISTANT_HORIZONS && defined IS_IRIS @@ -109,7 +109,6 @@ blend.gbuffers_lightning = ONE ONE ONE ZERO blend.gbuffers_spidereyes = ONE ONE ONE ONE blend.gbuffers_armor_glint = ONE ONE ONE ZERO blend.gbuffers_skytextured = SRC_ALPHA ONE ONE ONE - blend.shadow = ONE ZERO ONE ZERO # Disable blending @@ -145,69 +144,96 @@ alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false alphaTest.gbuffers_damagedblock = false -sliders = HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B HANDHELD_LIGHTSOURCE_MODE HANDHELD_LIGHTSOURCE_RANGE PIXEL_ZOOM AUTO_EXPOSURE_ADJUST_RATE ENTITY_SHADOW_AMOUNT FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT FILM_GRAIN_AMOUNT VIGNETTE_AMOUNT CHROMATIC_ABERRATION_AMOUNT MOTION_BLUR_AMOUNT ENCHANT_GLINT_BRIGHTNESS UNDERWATER_BLOOMY_FOG HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER2_DENSITY DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER2_DENSITY DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER2_DENSITY DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER2_DENSITY DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER2_DENSITY DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER2_DENSITY RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER2_DENSITY RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER2_DENSITY RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER2_DENSITY RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER2_DENSITY RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER2_DENSITY RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER2_DENSITY USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE CLOUD_SHADOW_AMOUNT TAA_MODE PUDDLE_MODE FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B END_HAZE_DENSTIY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY WHITE_BALANCE BLEND_FACTOR_DURING_MOVEMENT MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT LIGHTLEAKFIX_MODE SCREENSPACE_DIRECT_SSS_BLENDING ON_FIRE_DISTORT_EFFECT_STRENGTH USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps OVERDRAW_MAX_DISTANCE sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE 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_AMOUNT 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 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 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 ambientOcclusionLevel 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 fog_coefficientRayleighB SHARPENING_AMOUNT 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_AMOUNT PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDERING_RESOLUTION_SCALE RAY_COUNT ROUGHNESS_TRESHOLD SUN_SPECULAR_MULT 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 LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH +sliders = FOLIAGE_ANIMATION_AMOUNT HANDHELD_LIGHTSOURCE_BRIGHTNESS LPV_SIZE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B HANDHELD_LIGHTSOURCE_MODE HANDHELD_LIGHTSOURCE_RANGE PIXEL_ZOOM AUTO_EXPOSURE_ADJUST_RATE ENTITY_SHADOW_AMOUNT FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT FILM_GRAIN_AMOUNT VIGNETTE_AMOUNT CHROMATIC_ABERRATION_AMOUNT MOTION_BLUR_AMOUNT ENCHANT_GLINT_BRIGHTNESS UNDERWATER_BLOOMY_FOG HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER2_DENSITY DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER2_DENSITY DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER2_DENSITY DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER2_DENSITY DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER2_DENSITY DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER2_DENSITY RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER2_DENSITY RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER2_DENSITY RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER2_DENSITY RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER2_DENSITY RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER2_DENSITY RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER2_DENSITY USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE CLOUD_SHADOW_AMOUNT TAA_MODE PUDDLE_MODE FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B END_HAZE_DENSTIY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY WHITE_BALANCE BLEND_FACTOR_DURING_MOVEMENT MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT LIGHTLEAKFIX_MODE SCREENSPACE_DIRECT_SSS_BLENDING ON_FIRE_DISTORT_EFFECT_STRENGTH USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps OVERDRAW_MAX_DISTANCE sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE 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_AMOUNT 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 Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED 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 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 ambientOcclusionLevel 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 fog_coefficientRayleighB SHARPENING_AMOUNT 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_AMOUNT PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDERING_RESOLUTION_SCALE RAY_COUNT ROUGHNESS_TRESHOLD SUN_SPECULAR_MULT 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 LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH screen.columns=2 screen = \ -[Direct_Light] [World] \ -[Ambient_light] [Fog] \ -[Resource_Pack_Support] [Clouds] \ -[Post_Processing] [Water] \ -[Color_Processing] [Camera_Settings] \ - \ -[DEBUG_SETTINGS] [MOD_SETTINGS] + [Direct_Light] [World] \ + [Ambient_light] [Fog] \ + [Resource_Pack_Support] [Clouds] \ + [Post_Processing] [Water] \ + [Color_Processing] [Camera_Settings] \ + \ + [DEBUG_SETTINGS] [MOD_SETTINGS] ######## LIGHTING # ### DIRECT LIGHT screen.Direct_Light.columns=1 - screen.Direct_Light = SCREENSPACE_CONTACT_SHADOWS \ - \ - [Filtering] \ - shadowMapResolution \ - shadowDistance \ - ENTITY_SHADOW_AMOUNT \ - RENDER_PLAYER_SHADOWS \ - TRANSLUCENT_COLORED_SHADOWS \ - LIGHTLEAKFIX_MODE \ - \ - [Sun_and_Moon_Colors] \ - sunPathRotation \ + screen.Direct_Light = + SCREENSPACE_CONTACT_SHADOWS \ + \ + [Filtering] \ + shadowMapResolution \ + shadowDistance \ + ENTITY_SHADOW_AMOUNT \ + RENDER_PLAYER_SHADOWS \ + TRANSLUCENT_COLORED_SHADOWS \ + LIGHTLEAKFIX_MODE \ + \ + [Sun_and_Moon_Colors] \ + sunPathRotation - screen.Sun_and_Moon_Colors.columns = 2 - screen.Sun_and_Moon_Colors = sunColorR moonColorR \ - sunColorG moonColorG \ - sunColorB moonColorB \ - colortype \ - Sun_temp Moon_temp \ - \ - sun_illuminance moon_illuminance \ - MOONPHASE_BASED_MOONLIGHT \ - - 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 = 2 + screen.Sun_and_Moon_Colors = \ + sunColorR moonColorR \ + sunColorG moonColorG \ + sunColorB moonColorB \ + colortype \ + Sun_temp Moon_temp \ + \ + sun_illuminance moon_illuminance \ + MOONPHASE_BASED_MOONLIGHT + 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 ### AMBIENT LIGHT screen.Ambient_light.columns=1 - screen.Ambient_light = indirect_effect [LPV] \ - HANDHELD_LIGHTSOURCE_MODE [HANDHELD_LIGHTSOURCE_SETTINGS] \ - [Torch_Colors] [Ambient_Colors] \ - MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT \ - \ - \ - AO_in_sunlight AO_Strength GI_Strength \ - ambientOcclusionLevel Hand_Held_lights HQ_SSGI \ - SKY_CONTRIBUTION_IN_SSRT UseQuarterResDepth \ - + screen.Ambient_light = \ + indirect_effect \ + [LPV] \ + \ + [INDIRECT_LIGHT_COLORS] \ + MINIMUM_OUTDOOR_LIGHT \ + MINIMUM_INDOOR_LIGHT \ + \ + HANDHELD_LIGHTSOURCE_MODE \ + [HANDHELD_LIGHTSOURCE_SETTINGS] \ + \ + AO_in_sunlight \ + AO_Strength \ + ambientOcclusionLevel \ + GI_Strength \ + LONG_RANGE_SSRT \ + SKY_CONTRIBUTION_IN_SSRT \ + UseQuarterResDepth - screen.Torch_Colors.columns=1 - screen.Torch_Colors = TORCH_AMOUNT TORCH_R TORCH_G TORCH_B - - screen.Ambient_Colors.columns=1 - screen.Ambient_Colors = MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B + screen.INDIRECT_LIGHT_COLORS.columns=2 + screen.INDIRECT_LIGHT_COLORS = \ + ambient_brightness TORCH_AMOUNT \ + AmbientLight_R TORCH_R \ + AmbientLight_G TORCH_G \ + AmbientLight_B TORCH_B \ + \ + HANDHELD_LIGHTSOURCE_BRIGHTNESS \ + HANDHELD_LIGHTSOURCE_R \ + HANDHELD_LIGHTSOURCE_G \ + HANDHELD_LIGHTSOURCE_B screen.HANDHELD_LIGHTSOURCE_SETTINGS.columns=1 - screen.HANDHELD_LIGHTSOURCE_SETTINGS = HANDHELD_LIGHTSOURCE_RANGE HANDHELD_LIGHTSOURCE_SPECULAR HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B FLASHLIGHT_BOUNCED_INDIRECT FLASHLIGHT_FOG_ILLUMINATION FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_SIZE FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT + screen.HANDHELD_LIGHTSOURCE_SETTINGS = HANDHELD_LIGHTSOURCE_RANGE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_SPECULAR HANDHELD_LIGHTSOURCE_BRIGHTNESS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B FLASHLIGHT_BOUNCED_INDIRECT FLASHLIGHT_FOG_ILLUMINATION FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_SIZE FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT + +######## FloodFill + screen.LPV.columns = 2 + screen.LPV = \ + LPV_ENABLED LPV_SIZE \ + LPV_VL_FOG_ILLUMINATION LPV_VL_FOG_ILLUMINATION_BRIGHTNESS \ + \ + LPV_SATURATION LPV_COLORED_CANDLES \ + LPV_TINT_SATURATION LPV_REDSTONE_LIGHTS \ + LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS \ + \ + VANILLA_LIGHTMAP_MASK LPV_NOSHADOW_HACK \ ######## RESOURCE PACK SUPPORT profile.labPBR = EMISSIVE_TYPE=3 SSS_TYPE=3 DEFERRED_SPECULAR:true @@ -216,69 +242,52 @@ screen = \ screen.Resource_Pack_Support.columns = 1 screen.Resource_Pack_Support = [SPECULAR] [Emissives] [Subsurface_Scattering] [POM] [WETNESS] [Refraction] MATERIAL_AO RESOURCEPACK_SKY NORMAL_MAP_MULT - screen.SPECULAR.columns=1 - screen.SPECULAR = \ - SUN_SPECULAR_MULT \ - ROUGHNESS_TRESHOLD \ - \ - DEFERRED_SPECULAR \ - DEFERRED_SSR_QUALITY \ - DEFERRED_BACKGROUND_REFLECTION \ - DEFERRED_ROUGH_REFLECTION \ - \ - FORWARD_SPECULAR \ - FORWARD_SSR_QUALITY \ - FORWARD_BACKGROUND_REFLECTION \ - FORWARD_ROUGH_REFLECTION \ + screen.SPECULAR.columns=1 + screen.SPECULAR = \ + SUN_SPECULAR_MULT \ + ROUGHNESS_TRESHOLD \ + \ + DEFERRED_SPECULAR \ + DEFERRED_SSR_QUALITY \ + DEFERRED_BACKGROUND_REFLECTION \ + DEFERRED_ROUGH_REFLECTION \ + \ + FORWARD_SPECULAR \ + FORWARD_SSR_QUALITY \ + FORWARD_BACKGROUND_REFLECTION \ + FORWARD_ROUGH_REFLECTION - screen.Subsurface_Scattering.columns=1 - screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve MISC_BLOCK_SSS MOB_SSS Ambient_SSS ambientsss_brightness SCREENSPACE_DIRECT_SSS_BLENDING + screen.Subsurface_Scattering.columns=1 + screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve MISC_BLOCK_SSS MOB_SSS Ambient_SSS ambientsss_brightness SCREENSPACE_DIRECT_SSS_BLENDING - screen.Emissives.columns = 1 - screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve + screen.Emissives.columns = 1 + screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve - screen.POM.columns=1 - screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals POM_OFFSET_SHADOW_BIAS DEPTH_WRITE_POM + screen.POM.columns=1 + screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals POM_OFFSET_SHADOW_BIAS DEPTH_WRITE_POM - screen.WETNESS.columns = 1 - screen.WETNESS = LABEL_0 PUDDLE_MODE Puddle_Size - - screen.Refraction.columns = 1 - screen.Refraction = FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT SNELLS_WINDOW [Water] + screen.WETNESS.columns = 1 + screen.WETNESS = LABEL_0 PUDDLE_MODE Puddle_Size + + screen.Refraction.columns = 1 + screen.Refraction = FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT SNELLS_WINDOW [Water] -######## FloodFill - screen.LPV.columns = 2 - screen.LPV = LPV_ENABLED LPV_SIZE \ - LPV_SATURATION LPV_COLORED_CANDLES \ - LPV_TINT_SATURATION LPV_REDSTONE_LIGHTS \ - LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS \ - LPV_NOSHADOW_HACK \ - LPV_VL_FOG_ILLUMINATION LPV_VL_FOG_ILLUMINATION_BRIGHTNESS \ - VANILLA_LIGHTMAP_MASK \ ######## WORLD screen.World.columns=1 - screen.World = [BIOME_EFFECTS] [Seasons] [Waving_Stuff] PLANET_CURVATURE CURVATURE_AMOUNT [Sky_coefficients] SKY_GROUND AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH - ### WAVING STUFF - screen.Waving_Stuff.columns=1 - screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED + screen.World = [BIOME_EFFECTS] [Seasons] FOLIAGE_ANIMATION_AMOUNT WAVY_SPEED CURVATURE_AMOUNT [Sky_coefficients] SKY_GROUND AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH ######## CLIMATE - ## 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 + 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 @@ -306,152 +315,127 @@ screen = \ screen.RAINY_WEATHER.columns=1 screen.RAINY_WEATHER = USE_CUSTOM_DAILY_RAIN_PROFILE [RAINY_WEATHER_PROFILE_1] [RAINY_WEATHER_PROFILE_2] [RAINY_WEATHER_PROFILE_3] [RAINY_WEATHER_PROFILE_4] [RAINY_WEATHER_PROFILE_5] [RAINY_WEATHER_PROFILE_6] screen.RAINY_WEATHER_PROFILE_1.columns=3 - screen.RAINY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER2_COVERAGE \ - RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_DENSITY \ + screen.RAINY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_DENSITY screen.RAINY_WEATHER_PROFILE_2.columns=3 - screen.RAINY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER2_COVERAGE \ - RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_DENSITY \ + screen.RAINY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_DENSITY screen.RAINY_WEATHER_PROFILE_3.columns=3 - screen.RAINY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER2_COVERAGE \ - RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_DENSITY \ + screen.RAINY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_DENSITY screen.RAINY_WEATHER_PROFILE_4.columns=3 - screen.RAINY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER2_COVERAGE \ - RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_DENSITY \ + screen.RAINY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_DENSITY screen.RAINY_WEATHER_PROFILE_5.columns=3 - screen.RAINY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER2_COVERAGE \ - RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_DENSITY \ + screen.RAINY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_DENSITY screen.RAINY_WEATHER_PROFILE_6.columns=3 - screen.RAINY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER2_COVERAGE \ - RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_DENSITY \ - + screen.RAINY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_DENSITY screen.DAILY_WEATHER.columns=1 screen.DAILY_WEATHER = USE_CUSTOM_DAILY_WEATHER_PROFILE [DAILY_WEATHER_PROFILE_1] [DAILY_WEATHER_PROFILE_2] [DAILY_WEATHER_PROFILE_3] [DAILY_WEATHER_PROFILE_4] [DAILY_WEATHER_PROFILE_5] [DAILY_WEATHER_PROFILE_6] screen.DAILY_WEATHER_PROFILE_1.columns=3 - screen.DAILY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER2_COVERAGE \ - DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_DENSITY screen.DAILY_WEATHER_PROFILE_2.columns=3 - screen.DAILY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER2_COVERAGE \ - DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_DENSITY screen.DAILY_WEATHER_PROFILE_3.columns=3 - screen.DAILY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER2_COVERAGE \ - DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_DENSITY screen.DAILY_WEATHER_PROFILE_4.columns=3 - screen.DAILY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER2_COVERAGE \ - DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_DENSITY screen.DAILY_WEATHER_PROFILE_5.columns=3 - screen.DAILY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER2_COVERAGE \ - DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_DENSITY screen.DAILY_WEATHER_PROFILE_6.columns=3 - screen.DAILY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL \ - DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER2_COVERAGE \ - DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_DENSITY \ + screen.DAILY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_DENSITY ### FOG - screen.Fog.columns=2 - screen.Fog = VL_RENDERING_RESOLUTION_SCALE VL_SAMPLES \ - FOG_START_HEIGHT BLOOMY_FOG \ - \ - Haze_amount \ - [TOD_fog] [Cave_Fog] \ - [END_AND_NETHER_FOG] \ - \ - BorderFog UNDERWATER_BLOOMY_FOG + screen.Fog.columns=2 + screen.Fog = \ + VL_RENDERING_RESOLUTION_SCALE VL_SAMPLES \ + FOG_START_HEIGHT BLOOMY_FOG \ + \ + Haze_amount \ + [TOD_fog] [Cave_Fog] \ + [END_AND_NETHER_FOG] \ + \ + BorderFog UNDERWATER_BLOOMY_FOG - screen.TOD_fog.columns=2 - screen.TOD_fog = TOD_FOG_AMOUNT 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 CAVE_FOG_DARKEN_SKY 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_LIGHTNING END_STORM_DENSTIY END_HAZE_DENSTIY NETHER_PLUME_DENSITY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY [FOG_LIGHTING_COLORS] - screen.FOG_LIGHTING_COLORS.columns=1 - screen.FOG_LIGHTING_COLORS = VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B - - screen.BIOME_EFFECTS.columns=2 - screen.BIOME_EFFECTS = USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE \ - [HOT_BIOME_RAINY_WEATHER_PROFILE_1] [COLD_BIOME_RAINY_WEATHER_PROFILE_1] \ - [HOT_BIOME_RAINY_WEATHER_PROFILE_2] [COLD_BIOME_RAINY_WEATHER_PROFILE_2] \ - [HOT_BIOME_RAINY_WEATHER_PROFILE_3] [COLD_BIOME_RAINY_WEATHER_PROFILE_3] \ - \ - USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE \ - [CUSTOM_SWAMP_CATEGORY_PROFILE_1] [CUSTOM_JUNGLE_CATEGORY_PROFILE_1] \ + screen.TOD_fog.columns=2 + screen.TOD_fog = TOD_FOG_AMOUNT 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.HOT_BIOME_RAINY_WEATHER_PROFILE_1.columns=1 - screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1 = HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B - - screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2.columns=1 - screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2 = HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B - - screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3.columns=1 - screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3 = HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B + screen.Cave_Fog.columns=1 + screen.Cave_Fog = CAVE_FOG CAVE_FOG_DARKEN_SKY CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1.columns=1 - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1 = COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B - - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2.columns=1 - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2 = COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B - - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3.columns=1 - screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3 = COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_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_LIGHTNING END_STORM_DENSTIY END_HAZE_DENSTIY NETHER_PLUME_DENSITY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY [FOG_LIGHTING_COLORS] + screen.FOG_LIGHTING_COLORS.columns=1 + screen.FOG_LIGHTING_COLORS = VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B - screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1.columns=1 - screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1 = CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B - - screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1.columns=1 - screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B + screen.BIOME_EFFECTS.columns=2 + screen.BIOME_EFFECTS = USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE \ + [HOT_BIOME_RAINY_WEATHER_PROFILE_1] [COLD_BIOME_RAINY_WEATHER_PROFILE_1] \ + [HOT_BIOME_RAINY_WEATHER_PROFILE_2] [COLD_BIOME_RAINY_WEATHER_PROFILE_2] \ + [HOT_BIOME_RAINY_WEATHER_PROFILE_3] [COLD_BIOME_RAINY_WEATHER_PROFILE_3] \ + \ + USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE \ + [CUSTOM_SWAMP_CATEGORY_PROFILE_1] [CUSTOM_JUNGLE_CATEGORY_PROFILE_1] \ + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1.columns=1 + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1 = HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B + + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2.columns=1 + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2 = HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B + + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3.columns=1 + screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3 = HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1.columns=1 + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1 = COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B + + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2.columns=1 + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2 = COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B + + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3.columns=1 + screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3 = COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B + + screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1.columns=1 + screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1 = CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B + + screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1.columns=1 + screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B ### WATER - screen.Water.columns=2 - screen.Water = Dirt_Amount [Water_fog_color] \ - MINIMUM_WATER_ABSORBANCE SNELLS_WINDOW \ - WATER_WAVE_SPEED WATER_WAVE_STRENGTH \ - [Refraction] \ + screen.Water.columns=2 + screen.Water = \ + Dirt_Amount [Water_fog_color] \ + MINIMUM_WATER_ABSORBANCE SNELLS_WINDOW \ + WATER_WAVE_SPEED WATER_WAVE_STRENGTH \ + [Refraction] - 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 + 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] [GAMEPLAY_EFFECTS] [Purkinje_effect] BLOOM_STRENGTH SHARPENING_AMOUNT MOTION_BLUR_AMOUNT CHROMATIC_ABERRATION_AMOUNT VIGNETTE_AMOUNT FILM_GRAIN_AMOUNT - ### TAA - screen.TAA_OPTIONS.columns = 1 - screen.TAA_OPTIONS= TAA_MODE SCALE_FACTOR BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT - ### PURKINJE - screen.Purkinje_effect.columns = 1 - screen.Purkinje_effect = PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier - ### COOL GAMEPLAY EFFECTS - screen.GAMEPLAY_EFFECTS.columns = 1 - screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT WATER_ON_CAMERA_EFFECT ON_FIRE_DISTORT_EFFECT ON_FIRE_DISTORT_EFFECT_STRENGTH DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START + + screen.TAA_OPTIONS.columns = 1 + screen.TAA_OPTIONS= TAA_MODE SCALE_FACTOR BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT + + screen.Purkinje_effect.columns = 1 + screen.Purkinje_effect = PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier + + screen.GAMEPLAY_EFFECTS.columns = 1 + screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT WATER_ON_CAMERA_EFFECT ON_FIRE_DISTORT_EFFECT ON_FIRE_DISTORT_EFFECT_STRENGTH DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START ######## CAMERA AND COLOR screen.Camera_Settings.columns = 1 @@ -459,27 +443,27 @@ screen = \ screen.Color_Processing.columns = 1 screen.Color_Processing = TONEMAP [Exposure] [COLOR_GRADING] SATURATION CROSSTALK WHITE_BALANCE - ### TONEMAPS - screen.Tonemapping.columns = 1 - screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK - ### COLOR GRADING - screen.COLOR_GRADING.columns = 3 - screen.COLOR_GRADING = \ - LUMINANCE_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 - ### EXPOSURE - screen.Exposure.columns = 1 - screen.Exposure = Manual_exposure_value EXPOSURE_MULTIPLIER AUTO_EXPOSURE AUTO_EXPOSURE_ADJUST_RATE EXPOSURE_DARKENING EXPOSURE_BRIGHTENING - ### DOF - screen.DepthOfField.columns = 1 - screen.DepthOfField = DOF_QUALITY MANUAL_FOCUS focal aperture DoF_Adaptation_Speed DOF_ANAMORPHIC_RATIO DOF_DISPERSION_MULT FAR_BLUR_ONLY REMOVE_HAND_BLUR [JITTER_DOF] - screen.JITTER_DOF.columns=1 - screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE + ### TONEMAPS + screen.Tonemapping.columns = 1 + screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK + ### COLOR GRADING + screen.COLOR_GRADING.columns = 3 + screen.COLOR_GRADING = \ + LUMINANCE_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 + ### EXPOSURE + screen.Exposure.columns = 1 + screen.Exposure = Manual_exposure_value EXPOSURE_MULTIPLIER AUTO_EXPOSURE AUTO_EXPOSURE_ADJUST_RATE EXPOSURE_DARKENING EXPOSURE_BRIGHTENING + ### DOF + screen.DepthOfField.columns = 1 + screen.DepthOfField = DOF_QUALITY MANUAL_FOCUS focal aperture DoF_Adaptation_Speed DOF_ANAMORPHIC_RATIO DOF_DISPERSION_MULT FAR_BLUR_ONLY REMOVE_HAND_BLUR [JITTER_DOF] + screen.JITTER_DOF.columns=1 + screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE ######## MOD SUPPORT SETTINGS @@ -492,7 +476,7 @@ screen = \ screen.VOXY_SETTINGS.columns = 1 screen.VOXY_SETTINGS = VOXY_SCREENSPACE_REFLECTIONS TERRIBLE_SSR_LOD_FALLBACK - screen.PHYSICS_MOD_OCEAN = + screen.PHYSICS_MOD_OCEAN = ######## MISC SETTINGS screen.DEBUG_SETTINGS = [EXPERIMENTAL_STUFF] DEBUG_VIEW [the_end_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX TRANSLUCENT_ENTITIES [selection_box_outline] ISOLATE_RESOURCEPACK_SKY [scene_controller] SSR_SELF_REFLECT_FIX PIXEL_ZOOM @@ -506,14 +490,7 @@ screen = \ screen.selection_box_outline = SELECT_BOX SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B screen.scene_controller.columns = 4 - screen.scene_controller = \ - USE_CUSTOM_DIFFUSE_LIGHTING_COLORS USE_CUSTOM_CLOUD_LIGHTING_COLORS USE_CUSTOM_FOG_LIGHTING_COLORS USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS \ - DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_FOG_R SKY_GROUND_R \ - DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_FOG_G SKY_GROUND_G \ - DIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_B SKY_GROUND_B \ - INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_FOG_R \ - INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_FOG_G \ - INDIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_FOG_B + screen.scene_controller = USE_CUSTOM_DIFFUSE_LIGHTING_COLORS USE_CUSTOM_CLOUD_LIGHTING_COLORS USE_CUSTOM_FOG_LIGHTING_COLORS USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_FOG_R SKY_GROUND_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_FOG_G SKY_GROUND_G DIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_B SKY_GROUND_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_FOG_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_FOG_G INDIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_FOG_B # thank you sixthsurge! @@ -621,7 +598,6 @@ uniform.bool.isInHotArea = temperature > 1.0 uniform.bool.isInJungleBiomes = in(biome_category, CAT_JUNGLE) uniform.bool.isInSwampBiomes = in(biome_category, CAT_SWAMP) - uniform.float.wetnessAmount = smooth(if(rainStrength > 0.01 && biome_precipitation == 1, 3.0, 0.0), 100.0, 100.0) variable.float.lightlevel = eyeBrightness.y/240.0 uniform.float.skyLightLevelSmooth = smooth(lightlevel,3.0,3.0) diff --git a/shaders/world0/shadow.vsh b/shaders/world0/shadow.vsh index a02d3bc..a7b4676 100644 --- a/shaders/world0/shadow.vsh +++ b/shaders/world0/shadow.vsh @@ -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; diff --git a/shaders/world0_with_aether_flag/shadow.vsh b/shaders/world0_with_aether_flag/shadow.vsh index a02d3bc..a7b4676 100644 --- a/shaders/world0_with_aether_flag/shadow.vsh +++ b/shaders/world0_with_aether_flag/shadow.vsh @@ -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; diff --git a/shaders/world0_with_twilight_forest_flag/shadow.vsh b/shaders/world0_with_twilight_forest_flag/shadow.vsh index a02d3bc..a7b4676 100644 --- a/shaders/world0_with_twilight_forest_flag/shadow.vsh +++ b/shaders/world0_with_twilight_forest_flag/shadow.vsh @@ -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;