add requested setting for bloomy fog underwater, and enchant glint brightness

This commit is contained in:
Xonk
2025-11-22 20:36:44 -05:00
parent 877d988574
commit f796045228
4 changed files with 17 additions and 19 deletions
+1 -1
View File
@@ -51,7 +51,7 @@ void main() {
vec3 GlintColor = vec3(0.0);
Albedo.a = 0.0;
#else
vec3 GlintColor = Albedo.rgb * 0.2 * Emissive_Brightness;
vec3 GlintColor = Albedo.rgb * 0.2 * Emissive_Brightness * ENCHANT_GLINT_BRIGHTNESS;
#endif
gl_FragData[0] = vec4(GlintColor*0.1, 0.000001);
+5 -2
View File
@@ -210,6 +210,9 @@ vec3 blackbody(float Temp)
void main() {
/* DRAWBUFFERS:7 */
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
float bloomyFog_Mult = BLOOMY_FOG;
if(isEyeInWater == 1) bloomyFog_Mult = UNDERWATER_BLOOMY_FOG;
#if DOF_QUALITY == -1 || DOF_QUALITY == 5
vec3 col = texture2D(colortex5,texcoord).rgb;
@@ -293,7 +296,7 @@ void main() {
float purkinje = clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*pstrength,0,1);
#endif
VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG,0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
VL_abs = clamp((1.0-VL_abs)*bloomyFog_Mult,0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
col = (mix(col, fogBloom, VL_abs) + bloom*lightScat) * exposure.rgb;
float lum = dot(col, vec3(0.15,0.3,0.55));
@@ -303,7 +306,7 @@ void main() {
col = mix(lum * vec3(Purkinje_R, Purkinje_G, Purkinje_B) * Purkinje_Multiplier, col, rodCurve);
#else
VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0+rainStrength),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
VL_abs = clamp((1.0-VL_abs)*bloomyFog_Mult*0.75*(1.0+rainStrength),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
col = (mix(col, fogBloom, VL_abs) + bloom*lightScat) * exposure.rgb;
#endif
+4 -1
View File
@@ -176,8 +176,9 @@ const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.
#define fog_coefficientMieG 3.0 // [0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0]
#define fog_coefficientMieB 3.0 // [0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0]
#define BLOOMY_FOG 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define BLOOM_STRENGTH 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0]
#define BLOOMY_FOG 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define UNDERWATER_BLOOMY_FOG 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define CAVE_FOG
// #define CAVE_FOG_DARKEN_SKY
@@ -716,6 +717,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
// #define HYPER_DETAILED_WAVES
// #define DISABLE_ENCHANT_GLINT
#define ENCHANT_GLINT_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 4.0 5.0]
// #define DISABLE_VANILLA_EMISSIVES
#define PARTICLE_RENDERING_FIX
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