diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index 843c47f..d8a3cb6 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -59,7 +59,7 @@ uniform float screenBrightness; uniform int isEyeInWater; uniform float frameTimeCounter; -uniform sampler2D noisetex;//depth +// uniform sampler2D noisetex;//depth #include "/lib/vertex_displacement.glsl" @@ -86,19 +86,19 @@ vec4 toClipSpace3(vec3 viewSpacePosition) { return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z); } -float densityAtPos(in vec3 pos){ - pos /= 18.; - pos.xz *= 0.5; - vec3 p = floor(pos); - vec3 f = fract(pos); - vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0); - vec2 coord = uv / 512.0; +// float densityAtPos(in vec3 pos){ +// pos /= 18.; +// pos.xz *= 0.5; +// vec3 p = floor(pos); +// vec3 f = fract(pos); +// vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0); +// vec2 coord = uv / 512.0; - //The y channel has an offset to avoid using two textures fetches - vec2 xy = texture2D(noisetex, coord).yx; +// //The y channel has an offset to avoid using two textures fetches +// vec2 xy = texture2D(noisetex, coord).yx; - return mix(xy.r,xy.g, f.y); -} +// return mix(xy.r,xy.g, f.y); +// } float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); @@ -286,7 +286,7 @@ void main() { // these wave off of the air. they wave uniformly || (mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_AIR_WAVING) - ) && abs(position.z) < 64.0 + ) && abs(position.z) < 64.0 && (lmcoord.y > 0.8) ){ vec3 UnalteredWorldpos = worldpos; diff --git a/shaders/dimensions/all_translucent.vsh b/shaders/dimensions/all_translucent.vsh index 023cb74..83ca101 100644 --- a/shaders/dimensions/all_translucent.vsh +++ b/shaders/dimensions/all_translucent.vsh @@ -27,7 +27,7 @@ varying vec4 lmtexcoord; varying vec4 color; uniform sampler2D colortex4; -uniform sampler2D noisetex; +// uniform sampler2D noisetex; #ifdef OVERWORLD_SHADER flat varying vec3 averageSkyCol_Clouds; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 698d603..0ef9803 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -717,6 +717,10 @@ screen.VOLUMETRICS = Volumetrics ###################################################### ↓↓↓ THIS SUBMENU'S LABELS screen.ATMOSPHERICS = Atmospherics + option.WIND_SYSTEM_MODE = Wind System + value.WIND_SYSTEM_MODE.-1 = §cOFF§r + value.WIND_SYSTEM_MODE.0 = §bⓘ ON + Exclude Foliage + value.WIND_SYSTEM_MODE.1 = §bⓘ ON screen.DAILY_WEATHER = Daily Weather Presets option.USE_CUSTOM_DAILY_WEATHER_PROFILE = Daily Weather Mode diff --git a/shaders/lib/overworld_fog.glsl b/shaders/lib/overworld_fog.glsl index 5f05177..b13eaa6 100644 --- a/shaders/lib/overworld_fog.glsl +++ b/shaders/lib/overworld_fog.glsl @@ -100,7 +100,10 @@ float getLocalEffectDensity( if(parameters.localFog.y > 0.0){ vec3 pos = playerPos; vec3 samplePos = playerPos * vec3(1.0,1.0/48.0,1.0) * 24.0 * 7.0; - samplePos += vec3(1.0, -0.01, 1.0)*frameTimeCounter*1500.0; + // samplePos += vec3(1.0, -0.01, 1.0)*frameTimeCounter*1500.0; + + samplePos.y += -0.01*frameTimeCounter*1500.0; + samplePos.xz += windDirection*1000.0; float clumpyFog = min(max(densityAtPosFog(samplePos) - 0.2,0.0)/0.8,1.0); @@ -120,11 +123,13 @@ float getFogDensities( fogResult = pow(parameters.fog.x,3); if(parameters.fog.y > 0.0){ - vec3 movement = vec3(1.0, -0.01, 1.0)*frameTimeCounter; + vec3 pos = playerPos; - vec3 samplePos = playerPos * vec3(1.0,1.0/24.0,1.0) + movement; - vec3 samplePos2 = playerPos * vec3(1.0,1.0/48.0,1.0) + movement; - + vec3 samplePos = playerPos * vec3(1.0,1.0/24.0,1.0); + vec3 samplePos2 = playerPos * vec3(1.0,1.0/48.0,1.0); + samplePos.xz += windDirection; + samplePos2.xz += windDirection; + float shape = 1.0 - densityAtPosFog(samplePos * 24.0); float shape2 = 1.0 - densityAtPosFog(samplePos2 * 200.0 - vec3(min(max(shape - 0.6 ,0.0) * 2.0 ,1.0)*200.0)); float finalShape = max(min(max(shape - 0.6 ,0.0) * 2.0 ,1.0) - shape2 * 0.4, 0.0) * exp(-0.05 * max(pos.y - 60,0.0)); diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 702f9da..9c46811 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -814,6 +814,8 @@ // #define VANILLA_LIGHTMAP_MASK #define TORCH_LIGHTMAP_EMISSION_WORKAROUND +#define WIND_SYSTEM_MODE 0 // [-1 0 1] + //////////////////////////////// // ----- DEBUG SETTINGS ----- // diff --git a/shaders/lib/vertex_displacement.glsl b/shaders/lib/vertex_displacement.glsl index d7bbf13..9535961 100644 --- a/shaders/lib/vertex_displacement.glsl +++ b/shaders/lib/vertex_displacement.glsl @@ -1,18 +1,35 @@ const float PI48 = 150.796447372*WAVY_SPEED; float pi2wt = PI48*frameTimeCounter; +uniform vec2 windDirection_foliage; +uniform vec2 windDirection; +uniform float rainStrength; +uniform sampler2D noisetex; + vec2 calcWave(in vec3 pos) { + float magnitude = abs(sin(dot(vec4(frameTimeCounter, pos),vec4(1.0,0.005,0.005,0.005)))*0.5+0.72)*0.013; - vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude; + vec2 ret = (sin(pi2wt*vec2(0.0063,0.0015)*4. - pos.xz + pos.y*0.05)+0.1)*magnitude ; return ret; } vec3 calcMovePlants(in vec3 pos) { + vec2 move1 = calcWave(pos ); float move1y = -length(move1); - return vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH; + vec3 result = vec3(move1.x,move1y,move1.y)*5.*WAVY_STRENGTH * (1.0+rainStrength); + + #if WIND_SYSTEM_MODE > 0 + // result.xz += windDirection_foliage/200.0*-move1y * (1.0+rainStrength); + vec2 windMaps = vec2(texture(noisetex, (pos.xz + windDirection*5.0)/128.0).r,0.0); + if(rainStrength > 0.001) windMaps.y = texture(noisetex, (pos.xz + windDirection*5.0)/128.0).b; + float windForce = mix(0.0,1.0,pow(1.0-pow(1.0-mix(windMaps.x,1-windMaps.y,rainStrength),2.0),2.0)); + result.xz += windDirection_foliage*windForce/4000.0; + #endif + + return result; } vec3 calcWaveLeaves(in vec3 pos, in float fm, in float mm, in float ma, in float f0, in float f1, in float f2, in float f3, in float f4, in float f5) { @@ -25,7 +42,17 @@ vec3 calcWaveLeaves(in vec3 pos, in float fm, in float mm, in float ma, in float vec3 calcMoveLeaves(in vec3 pos, in float f0, in float f1, in float f2, in float f3, in float f4, in float f5, in vec3 amp1, in vec3 amp2) { vec3 move1 = calcWaveLeaves(pos , 0.0054, 0.0400, 0.0400, 0.0127, 0.0089, 0.0114, 0.0063, 0.0224, 0.0015) * amp1; - return move1*5.*WAVY_STRENGTH; + vec3 result = move1*5.*WAVY_STRENGTH * (1.0+rainStrength); + + #if WIND_SYSTEM_MODE > 0 + // result.xz += windDirection_foliage * length(move1.z) * (sin((windDirection_foliage.x+pos.x)*(windDirection_foliage.y+pos.z)*0.00008+frameTimeCounter)*0.5+0.5)/100.0 * (1.0+2*rainStrength); + vec2 windMaps = vec2(texture(noisetex, (pos.xz + windDirection*5.0)/128.0).r,0.0); + if(rainStrength > 0.001) windMaps.y = texture(noisetex, (pos.xz + windDirection*5.0)/128.0).b; + float windForce = mix(0.0,1.0,pow(1.0-pow(1.0-mix(windMaps.x,windMaps.y,rainStrength),2.0),2.0)); + result.xz += windDirection_foliage*windForce/4000.0 * 0.5; + #endif + + return result; } void applyWorldCurvature(inout vec3 worldPos){ diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index ed685d7..3b0af18 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -2,10 +2,12 @@ #define LARGECUMULUS_LAYER 1 #define SMALLCUMULUS_LAYER 0 float curvatureoffset = 0.04; - +uniform vec2 windDirection; +// uniform float animation; #if CLOUD_ANIMATION_MODE == 0 uniform int worldDay; uniform int worldTime; + // uniform float worldTimeAnimation; float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed; #elif CLOUD_ANIMATION_MODE == 1 // uniform float frameTimeCounter; @@ -55,8 +57,10 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, case SMALLCUMULUS_LAYER: { coverage = parameters.smallCumulus.x; - largeCloud = texture(noisetex, (samplePos.xz + cloud_movement)/5000.0 * CloudLayer0_scale).b; - smallCloud = 1.0-texture(noisetex, (samplePos.xz - cloud_movement)/500.0 * CloudLayer0_scale).r; + vec2 animatedPos = samplePos.xz + windDirection/4.0 * Cloud_Speed; + + largeCloud = texture(noisetex, animatedPos/5000.0 * CloudLayer0_scale).b; + smallCloud = 1.0-texture(noisetex,animatedPos/500.0 * CloudLayer0_scale).r; smallCloud = abs(largeCloud-0.6) + smallCloud*smallCloud; shape = min(max(coverage - smallCloud,0.0)/(1e-6+sqrt(coverage)),1.0) ; @@ -64,9 +68,10 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, case LARGECUMULUS_LAYER: { coverage = parameters.largeCumulus.x; - - largeCloud = texture(noisetex, (samplePos.zx + cloud_movement*3.0)/10000.0 * CloudLayer1_scale).b; - smallCloud = texture(noisetex, (samplePos.zx - cloud_movement*3.0)/2500.0 * CloudLayer1_scale).b; + + vec2 animatedPos = samplePos.zx + windDirection* Cloud_Speed; + largeCloud = texture(noisetex, animatedPos/10000.0 * CloudLayer1_scale).b; + smallCloud = texture(noisetex, animatedPos/2500.0 * CloudLayer1_scale).b; smallCloud = abs(largeCloud* -0.7) + smallCloud; shape = min(max(coverage - smallCloud,0.0)/(1e-6+sqrt(coverage)),1.0) ; @@ -75,8 +80,9 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, case ALTOSTRATUS_LAYER: { coverage = parameters.altostratus.x; - largeCloud = texture(noisetex, (position.xz + cloud_movement*20.0)/100000. * CloudLayer2_scale).b; - smallCloud = 1.0 - texture(noisetex, ((position.xz + vec2(-cloud_movement,cloud_movement)*20.0)/7500. - vec2(1.0-largeCloud, -largeCloud)/5.0) * CloudLayer2_scale).b; + vec2 animatedPos = samplePos.xz + windDirection * 10.0 * Cloud_Speed; + largeCloud = texture(noisetex, animatedPos/100000. * CloudLayer2_scale).b; + smallCloud = 1.0 - texture(noisetex, (animatedPos/7500. - vec2(1.0-largeCloud, -largeCloud)/5.0) * CloudLayer2_scale).b; smallCloud = largeCloud + smallCloud * 0.4 * clamp(1.5-largeCloud,0.0,1.0); shape = min(max(coverage - smallCloud,0.0) / (1e-6+sqrt(coverage)),1.0); @@ -104,15 +110,16 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, // shrink the coverage slightly so it is a similar shape to clouds with erosion. this helps cloud lighting and cloud shadows. if (LOD < 1) return max(shape - 0.27*erodeAmount,0.0); - samplePos.xz += cloud_movement/4.0; - samplePos.xz += pow( max(position.y - (minHeight+20.0), 0.0) / (max(maxHeight-minHeight,1.0)*0.20), 1.5); - float erosion = 0.0; switch (LayerIndex){ default : { break; } case SMALLCUMULUS_LAYER: { + + samplePos.xz += windDirection/2.0* Cloud_Speed; + samplePos.xz += (-vec2(-windDirection.y, windDirection.x)/1500.0)*pow( max(position.y - (minHeight+20.0), 0.0) / (max(maxHeight-minHeight,1.0)*0.20), 1.5); + erosion += (1.0-densityAtPos(samplePos * 200.0 * CloudLayer0_scale)) * sqrt(1.0-shape); float falloff = 1.0 - clamp((maxHeight - position.y)/100.0,0.0,1.0); @@ -122,6 +129,10 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, break; } case LARGECUMULUS_LAYER: { + + samplePos.zx += windDirection*1.74* Cloud_Speed; + samplePos.zx += (-vec2(-windDirection.y, windDirection.x)/1500.0)*pow( abs(position.y - (minHeight+20.0)) / (max(maxHeight-minHeight,1.0)*0.20), 1.75); + erosion += (1.0 - densityAtPos(samplePos * 70.0 * CloudLayer1_scale)) * sqrt(1.0-shape); float falloff = 1.0 - clamp((maxHeight - position.y)/200.0,0.0,1.0); diff --git a/shaders/shaders.properties b/shaders/shaders.properties index ed7a56d..ba6a446 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -163,7 +163,7 @@ alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false -sliders = USE_CUSTOM_PALE_GARDEN_PROFILE CUSTOM_PALE_GARDEN_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_R CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_G CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_B SCENE_CONTROLLER_TRANSITION_RATE RAINY_PROFILE_1_UNIFORM_FOG_DENSITY RAINY_PROFILE_1_CLUMPY_FOG_DENSITY RAINY_PROFILE_2_UNIFORM_FOG_DENSITY RAINY_PROFILE_2_CLUMPY_FOG_DENSITY RAINY_PROFILE_3_UNIFORM_FOG_DENSITY RAINY_PROFILE_3_CLUMPY_FOG_DENSITY RAINY_PROFILE_4_UNIFORM_FOG_DENSITY RAINY_PROFILE_4_CLUMPY_FOG_DENSITY RAINY_PROFILE_5_UNIFORM_FOG_DENSITY RAINY_PROFILE_5_CLUMPY_FOG_DENSITY RAINY_PROFILE_6_UNIFORM_FOG_DENSITY RAINY_PROFILE_6_CLUMPY_FOG_DENSITY DIRECT_SSS_BRIGHTNESS DIRECT_SSS_DENSITY_MULT DIRECT_SSS_ABSORBANCE_AMOUNT INDIRECT_SSS_ABSORBANCE_AMOUNT WATER_DEPTH_FREQUENCY_ALL_LIGHT MINIMUM_UNDERWATER_FOG_BRIGHTNESS WATER_DEPTH_FREQUENCY_DIRECTLIGHT WATER_DEPTH_FREQUENCY_INDIRECTLIGHT COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B COLOR_KEY_RANGE COLOR_KEY_WIDTH HANDHELD_LIGHTSOURCE_FLICKER_MODE LIGHT_BLOCK_R LIGHT_BLOCK_G LIGHT_BLOCK_B CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START WATER_ON_CAMERA_EFFECT_AMOUNT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START PLANET_EXIT_ALTITUDE AERIAL_PERSPECTIVE_DENSITY PATCHY_WAVE_BLEND WAVES_A_RADIUS WAVES_B_RADIUS RAIN_SNOW_BRIGHTNESS RAIN_SNOW_BLOOMY_FOG 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_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_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_AMOUNT 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 MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS 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 +sliders = WIND_SYSTEM_MODE USE_CUSTOM_PALE_GARDEN_PROFILE CUSTOM_PALE_GARDEN_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_R CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_G CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_B SCENE_CONTROLLER_TRANSITION_RATE RAINY_PROFILE_1_UNIFORM_FOG_DENSITY RAINY_PROFILE_1_CLUMPY_FOG_DENSITY RAINY_PROFILE_2_UNIFORM_FOG_DENSITY RAINY_PROFILE_2_CLUMPY_FOG_DENSITY RAINY_PROFILE_3_UNIFORM_FOG_DENSITY RAINY_PROFILE_3_CLUMPY_FOG_DENSITY RAINY_PROFILE_4_UNIFORM_FOG_DENSITY RAINY_PROFILE_4_CLUMPY_FOG_DENSITY RAINY_PROFILE_5_UNIFORM_FOG_DENSITY RAINY_PROFILE_5_CLUMPY_FOG_DENSITY RAINY_PROFILE_6_UNIFORM_FOG_DENSITY RAINY_PROFILE_6_CLUMPY_FOG_DENSITY DIRECT_SSS_BRIGHTNESS DIRECT_SSS_DENSITY_MULT DIRECT_SSS_ABSORBANCE_AMOUNT INDIRECT_SSS_ABSORBANCE_AMOUNT WATER_DEPTH_FREQUENCY_ALL_LIGHT MINIMUM_UNDERWATER_FOG_BRIGHTNESS WATER_DEPTH_FREQUENCY_DIRECTLIGHT WATER_DEPTH_FREQUENCY_INDIRECTLIGHT COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B COLOR_KEY_RANGE COLOR_KEY_WIDTH HANDHELD_LIGHTSOURCE_FLICKER_MODE LIGHT_BLOCK_R LIGHT_BLOCK_G LIGHT_BLOCK_B CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START WATER_ON_CAMERA_EFFECT_AMOUNT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START PLANET_EXIT_ALTITUDE AERIAL_PERSPECTIVE_DENSITY PATCHY_WAVE_BLEND WAVES_A_RADIUS WAVES_B_RADIUS RAIN_SNOW_BRIGHTNESS RAIN_SNOW_BLOOMY_FOG 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_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_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_AMOUNT 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 MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS 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 = \ @@ -302,7 +302,7 @@ screen = \ ######## WORLD screen.World.columns=1 - screen.World = [Seasons] FOLIAGE_ANIMATION_AMOUNT WAVY_SPEED CURVATURE_AMOUNT [Sky_coefficients] SKY_GROUND AERIAL_PERSPECTIVE_TEST AERIAL_PERSPECTIVE_DENSITY AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH + screen.World = [Seasons] WIND_SYSTEM_MODE FOLIAGE_ANIMATION_AMOUNT WAVY_SPEED CURVATURE_AMOUNT [Sky_coefficients] SKY_GROUND AERIAL_PERSPECTIVE_TEST AERIAL_PERSPECTIVE_DENSITY AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH ######## CLIMATE screen.Seasons.columns=1 @@ -336,7 +336,7 @@ screen = \ CloudLayer2 [CloudLayer2_config] \ screen.ATMOSPHERICS.columns=2 - screen.ATMOSPHERICS = SCENE_CONTROLLER_TRANSITION_RATE \ + screen.ATMOSPHERICS = SCENE_CONTROLLER_TRANSITION_RATE WIND_SYSTEM_MODE \ \ USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE \ [DAILY_WEATHER] [RAINY_WEATHER] \ @@ -571,6 +571,16 @@ uniform.vec3.lightningEffect = vec3(lightningFlash, lightningFlash, lightningFla ############################ ####### RANDOM STUFF ####### ############################ +#if WIND_SYSTEM_MODE > -1 + variable.float.animation = ((worldTime + fmod(worldDay,100)*24000.0)/24000.0 / 5.0) * pi + variable.float.windDirX = smooth(sin(animation)*pi*1000.0,1.0,1.0) + variable.float.windDirY = smooth(cos(animation)*pi*1000.0,1.0,1.0) + uniform.vec2.windDirection = vec2(windDirX, windDirY) + uniform.vec2.windDirection_foliage = vec2(-windDirY, windDirX) +#else + uniform.vec2.windDirection = vec2(frameTimeCounter, frameTimeCounter) +#endif + # force LUT accumulation to have a high blend factor after a certain amount of time uniform.float.dayChangeSmooth = smooth(if(abs(smooth(worldDay, 0.05, 0.05) - worldDay) > 0.01, 0.0, 1.0), 300.0, 0.0) uniform.bool.worldTimeChangeCheck = abs(smooth(sunAngle, 1.0, 1.0) - sunAngle) > 0.01