clouds=off stars=false vignette=false underwaterOverlay=false dynamicHandLight=true oldLighting=false separateAo = true rain.depth = false beacon.beam.depth = true oldHandLight=false supportsColorCorrection=true iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE #ifdef LPV_ENABLED shadow.enabled = true shadow.culling = reversed voxelizeLightBlocks = true #endif #if ENTITY_SHADOW_AMOUNT < 1 shadowBlockEntities = false shadowEntities = false #ifdef RENDER_PLAYER_SHADOWS shadowPlayer = true #else shadowPlayer = false #endif #endif #if RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3 sun=true moon=true #else sun=false moon=false #endif particles.ordering=mixed #if MC_VERSION < 260100 #if defined IS_IRIS && defined TRANSLUCENT_ENTITIES separateEntityDraws = true program.world0/gbuffers_entities_translucent.enabled = true program.world0/gbuffers_block_translucent.enabled = true program.world-1/gbuffers_entities_translucent.enabled = true program.world-1/gbuffers_block_translucent.enabled = true program.world1/gbuffers_entities_translucent.enabled = true program.world1/gbuffers_block_translucent.enabled = true #else separateEntityDraws = false program.world0/gbuffers_entities_translucent.enabled = false program.world0/gbuffers_block_translucent.enabled = false program.world-1/gbuffers_entities_translucent.enabled = false program.world-1/gbuffers_block_translucent.enabled = false program.world1/gbuffers_entities_translucent.enabled = false program.world1/gbuffers_block_translucent.enabled = false #endif #else separateEntityDraws = true program.world0/gbuffers_entities_translucent.enabled = true program.world0/gbuffers_block_translucent.enabled = true program.world-1/gbuffers_entities_translucent.enabled = true program.world-1/gbuffers_block_translucent.enabled = true program.world1/gbuffers_entities_translucent.enabled = true program.world1/gbuffers_block_translucent.enabled = true #endif #if defined DISTANT_HORIZONS && defined IS_IRIS #if defined DISTANT_HORIZONS_SHADOWMAP dhShadow.enabled = true #else dhShadow.enabled = false #endif program.world0/dh_terrain.enabled = true program.world0/dh_water.enabled = true program.world1/dh_terrain.enabled = true program.world1/dh_water.enabled = true program.world-1/dh_terrain.enabled = true program.world-1/dh_water.enabled = true blend.dh_terrain = off blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #else dhShadow.enabled = false program.world0/dh_terrain.enabled = false program.world0/dh_water.enabled = false program.world1/dh_terrain.enabled = false program.world1/dh_water.enabled = false program.world-1/dh_terrain.enabled = false program.world-1/dh_water.enabled = false #endif #if TAA_MODE == 3 program.world0/composite4.enabled = true program.world1/composite4.enabled = true program.world-1/composite4.enabled = true #endif #if RESOURCEPACK_SKY == 0 program.world0/deferred2.enabled = false program.world1/deferred2.enabled = false program.world-1/deferred2.enabled = false #endif #ifndef VOXY program.world0/deferred3.enabled = false program.world1/deferred3.enabled = false program.world-1/deferred3.enabled = false #endif # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #Get the correct alpha value : S_A*(1-DST_A)+DST_A # terrible blending for shadows on purpose blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_entities_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE 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 blend.gbuffers_particles_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE # Disable blending blend.gbuffers_terrain = off blend.gbuffers_hand = off blend.gbuffers_block = off blend.gbuffers_entities = off blend.gbuffers_damagedblock = off blend.gbuffers_beaconbeam = off blend.gbuffers_particles = off # this is important for refraction and glass tint to work correctly blend.gbuffers_water.colortex11 = off blend.gbuffers_hand_water.colortex11 = off blend.gbuffers_basic.colortex11 = off blend.gbuffers_entities_translucent.colortex11 = off blend.gbuffers_water.colortex14 = off # blend.colortex4 = off blend.composite.colortex5 = off blend.composite.colortex12 = off blend.composite.colortex13 = off blend.composite.colortex14 = off # Alpha test alphaTest.gbuffers_water = false alphaTest.gbuffers_block_translucent = false alphaTest.gbuffers_skybasic = false alphaTest.gbuffers_skytextured = false alphaTest.gbuffers_lightning = false alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false sliders = 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_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_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 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] ######## 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.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] \ \ [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.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_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_SPECULAR HANDHELD_LIGHTSOURCE_FLICKER_MODE 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 \ TORCH_LIGHTMAP_EMISSION_WORKAROUND [FLOODFILL_COLORS] \ DOORS_BLOCK_LIGHT TRAPDOORS_BLOCK_LIGHT \ screen.FLOODFILL_COLORS.columns = 2 screen.FLOODFILL_COLORS = \ LIGHT_BLOCK_R TORCH_R \ LIGHT_BLOCK_G TORCH_G \ LIGHT_BLOCK_B TORCH_B \ ######## RESOURCE PACK SUPPORT profile.labPBR = EMISSIVE_TYPE=3 SSS_TYPE=3 DEFERRED_SPECULAR:true profile.built_in = EMISSIVE_TYPE=1 SSS_TYPE=1 DEFERRED_SPECULAR:false 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.Subsurface_Scattering.columns=1 screen.Subsurface_Scattering = SSS_TYPE DIRECT_SSS_DENSITY_MULT DIRECT_SSS_BRIGHTNESS DIRECT_SSS_ABSORBANCE_AMOUNT Ambient_SSS ambientsss_brightness INDIRECT_SSS_ABSORBANCE_AMOUNT DISTANT_SSS SCREENSPACE_DIRECT_SSS_BLENDING MISC_BLOCK_SSS MOB_SSS LabSSS_Curve screen.Emissives.columns = 1 screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve screen.POM.columns=1 screen.POM = POM POM_DEPTH MAX_ITERATIONS MAX_DIST Adaptive_Step_length DEPTH_WRITE_POM POM_OFFSET_SHADOW_BIAS Horrible_slope_normals 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] ######## WORLD screen.World.columns=1 screen.World = [BIOME_EFFECTS] [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 ######## CLIMATE 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 screen.Sky_coefficients.columns=1 screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB screen.Clouds.columns=2 screen.Clouds = USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE \ [DAILY_WEATHER] [RAINY_WEATHER] \ \ VL_RENDERING_RESOLUTION_SCALE CLOUD_SHADOW_AMOUNT \ Cloud_Speed \ \ CloudLayer0 [CloudLayer0_config] \ CloudLayer1 [CloudLayer1_config] \ CloudLayer2 [CloudLayer2_config] \ screen.CloudLayer0_config.columns=1 screen.CloudLayer0_config = CloudLayer0 CloudLayer0_height CloudLayer0_tallness CloudLayer0_scale screen.CloudLayer1_config.columns=1 screen.CloudLayer1_config = CloudLayer1 CloudLayer1_height CloudLayer1_tallness CloudLayer1_scale screen.CloudLayer2_config.columns=1 screen.CloudLayer2_config = CloudLayer2 CloudLayer2_height CloudLayer2_scale 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_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_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_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_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_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.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_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_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_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_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_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 ### 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 RAIN_SNOW_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.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 \ [Refraction] WATER_WAVE_SPEED \ WATER_WAVE_STRENGTH PATCHY_WAVE_BLEND \ WAVES_A_RADIUS WAVES_B_RADIUS \ Vanilla_like_water \ 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 WATER_DEPTH_FREQUENCY_DIRECTLIGHT WATER_DEPTH_FREQUENCY_INDIRECTLIGHT WATER_DEPTH_FREQUENCY_ALL_LIGHT MINIMUM_UNDERWATER_FOG_BRIGHTNESS ######## 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 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_AMOUNT ON_FIRE_DISTORT_EFFECT_AMOUNT MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START ######## CAMERA AND COLOR screen.Camera_Settings.columns = 1 screen.Camera_Settings = SCREENSHOT_MODE CAMERA_GRIDLINES WHITE_BALANCE CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL [Exposure] [DepthOfField] [COLOR_KEYING_SETTINGS] screen.COLOR_KEYING_SETTINGS.columns = 1 screen.COLOR_KEYING_SETTINGS = COLOR_KEYING COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B COLOR_KEY_INVERT COLOR_KEY_RANGE COLOR_KEY_WIDTH 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 ######## MOD SUPPORT SETTINGS screen.MOD_SETTINGS.columns = 1 screen.MOD_SETTINGS = [DISTANT_HORIZONS_SETTINGS] [VOXY_SETTINGS] [PHYSICS_MOD_OCEAN] [COLORWHEEL_SETTINGS] screen.DISTANT_HORIZONS_SETTINGS.columns = 1 screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution TOGGLE_VL_FOG TERRIBLE_SSR_LOD_FALLBACK screen.VOXY_SETTINGS.columns = 1 screen.VOXY_SETTINGS = VOXY_SCREENSPACE_REFLECTIONS TERRIBLE_SSR_LOD_FALLBACK screen.PHYSICS_MOD_OCEAN = screen.COLORWHEEL_SETTINGS = COLORWHEEL_SHADOWMAP COLORWHEEL_OIT ######## MISC SETTINGS screen.DEBUG_SETTINGS.columns = 2 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 INTEL_HANDHELDLIGHT_CRASH_FIX DEFERRED_OPAQUE_PARTICLES screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER HYPER_DETAILED_WAVES OLD_BLOOM PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER OLD_CAVE_DETECTION FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT ENCHANT_GLINT_BRIGHTNESS ARDACRAFT_HEIGHTMAP SCALE_MIPMAP_WITH_RESOLUTION RAIN_SNOW_BRIGHTNESS PLANET_EXIT_ALTITUDE OLD_SSS_MODE screen.the_end_orb.columns = 1 screen.the_end_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B screen.selection_box_outline.columns = 1 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 # thank you sixthsurge! #ifdef LIGHTNING_FLASH #ifdef IS_IRIS variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 3.145, 0.0), 0.5, 0.0) #else variable.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.0) #endif #else variable.float.lightningFlash = 0.0 #endif # uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash) uniform.vec3.lightningEffect = vec3(lightningFlash, lightningFlash, lightningFlash) ############################ ####### RANDOM STUFF ####### ############################ # 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 #if WATER_ON_CAMERA_EFFECT_AMOUNT > 0 variable.float.waterState = smooth(if(isEyeInWater == 1,1.0,0.0),0.1,0.1) variable.float.lerptime = if((waterState < 0.1 || waterState > 0.9), 100000000000000.0, 0.0) uniform.float.waterInteract = smooth(if(waterState < 0.1 || waterState > 0.9, 1.0, 0.0),5.0,0.0) variable.vec3.velocity = vec3(cameraPosition.x-previousCameraPosition.x,cameraPosition.y-previousCameraPosition.y,cameraPosition.z-previousCameraPosition.z) uniform.vec3.waterIntersectDir = vec3(smooth(velocity.x,lerptime,lerptime),smooth(velocity.y,lerptime,lerptime),smooth(velocity.z,lerptime,lerptime)) #endif #if ON_FIRE_DISTORT_EFFECT_AMOUNT > 0 uniform.float.fireLavaInteract = smooth(if(isEyeInWater == 2 || is_burning,1,0),0.5,3.0) #endif #if LOW_HEALTH_EFFECT_START > 0 || CRITICALLY_LOW_HEALTH_EFFECT_START > 0 || MINOR_DAMAGE_TAKEN_EFFECT_START > 0 || CRITICAL_DAMAGE_TAKEN_EFFECT_START > 0 #ifdef IS_IRIS variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth uniform.float.oneHeart = smooth(if(Currenthealth <= CRITICALLY_LOW_HEALTH_EFFECT_START && currentPlayerHealth > -1.0, 1,0), 0.0,1.0) uniform.float.threeHeart = smooth(if(Currenthealth <= max(LOW_HEALTH_EFFECT_START,CRITICALLY_LOW_HEALTH_EFFECT_START) && currentPlayerHealth > -1.0, 1,0), 0.0,1.0) variable.float.lerptime2 = if(is_hurt, 1.0, 0.0) variable.float.interpolatedHealth = smooth(Currenthealth, lerptime2, lerptime2) variable.bool.largeHealthDifference = (interpolatedHealth - Currenthealth) >= CRITICAL_DAMAGE_TAKEN_EFFECT_START variable.bool.delayedCritDamage = smooth(if(largeHealthDifference, 1.0, 0.0), 0.0, 1.0) > 0.01 uniform.float.CriticalDamageTaken = smooth(if(delayedCritDamage && currentPlayerHealth > -1.0, 1.0, 0.0), 0.5, 3.0) variable.bool.smallHealthDifference = (interpolatedHealth - Currenthealth) >= MINOR_DAMAGE_TAKEN_EFFECT_START uniform.float.MinorDamageTaken = smooth(if(smallHealthDifference && currentPlayerHealth > -1.0, 5.0, 0.0), 0.5, 1.0) #else uniform.bool.isDead = !is_alive #endif #endif #if defined OLD_CAVE_DETECTION variable.bool.inTheDarkTimer = smooth(if(eyeBrightness.y < 0.01, 1.0, 0.0), 10.0, 0.0) > 0.99 uniform.float.caveDetection = smooth(if(inTheDarkTimer, 1.0, 0.0), 3.0, 1.0) #else # the idea is to modulate the mood value between 0 - 1 # then check if the modulated value is non-zero. when it goes back to zero, it will have a very slowly deteriorating value. # that value immediately regenerates when it modulates to 1 again. this way, i can check if the mood is climbing by checking if the smoothed value is above zero. # doing this is just for readablity, not required. variable.float.playerMoodPercent = playerMood*100.0 + 1.0 # modulo 0 - 1 variable.float.modMood = playerMoodPercent - floor(playerMoodPercent) # check if mood is increasing. # and only activate when mood is above the threshold (5% mood) # make sure it degenerates slow enough that mood can reach 5% after the mood flips to 0% from 100% variable.bool.moodIsClimbing = smooth(if(modMood > 0.50 && playerMoodPercent > 4.0, 1.0, 0.0), 0.0, 10.0) > 0.1 uniform.float.caveDetection = smooth(if(moodIsClimbing, 1.0, 0.0), 3.0, 1.0) # add one more check to turn it off when lightlevels are not zero uniform.float.caveDetection = smooth(if(moodIsClimbing && eyeBrightness.y < 0.01, 1.0, 0.0), 3.0, 1.0) #endif #in(biome_category, CAT_ICY) # in(biome_category, CAT_DESERT, CAT_SAVANNA, CAT_MESA) uniform.bool.isInSnowFallEnviornment = biome_precipitation == 2 uniform.bool.isInRainFallEnviornment = biome_precipitation == 1 uniform.bool.isInNoRainFallEnviornment = biome_precipitation == 0 uniform.bool.isInColdArea = temperature < 0.4 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) uniform.bool.isInSpecialEnviornment = isInHotArea || isInColdArea #isInColdBiomes || isInHotBiomes || isInJungleBiomes || isInSwampBiomes # the idea is to record the altitude at which you entered a body of water. # using the smooth() function to interpolate to the newest value of eyeAltitude over time, i can make it take a very long time to interpolate. essentially freezing/unfreezing the value in place at any time i need to. # force water surface level to a fixed height if you entered the water from an area in low light levels (caves). if youre above the hardcoded y level, allow it use the current height variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude+16.0, 62.0), eyeAltitude) variable.float.freezeTranstion = if(isEyeInWater == 1, 100000000000000.0, 0.0) uniform.float.waterEnteredAltitude = smooth(waterEnteredLowLight, freezeTranstion, freezeTranstion) # variable.float.freezeCameraPos = if(isInSpecialEnviornment, 0.0, 100000000000000.0) # variable.float.exitedBiomePos_X = smooth(cameraPosition.x, freezeCameraPos, freezeCameraPos) # variable.float.exitedBiomePos_Y = smooth(cameraPosition.y, freezeCameraPos, freezeCameraPos) # variable.float.exitedBiomePos_Z = smooth(cameraPosition.z, freezeCameraPos, freezeCameraPos) # variable.vec3.VARexitedBiomePos = vec3(exitedBiomePos_X, exitedBiomePos_Y, exitedBiomePos_Z) # variable.float.distanceTreshold = 200.0 # variable.bool.checkDistanceEpislonFromExitPos = equals(cameraPosition.x, VARexitedBiomePos.x, distanceTreshold) && equals(cameraPosition.y, VARexitedBiomePos.y, distanceTreshold) && equals(cameraPosition.z, VARexitedBiomePos.z, distanceTreshold) # uniform.float.fadeAwayLocalEffect = smooth(if(checkDistanceEpislonFromExitPos, 1.0, 0.0), 100.0,5.0) # uniform.vec3.exitedBiomePos = VARexitedBiomePos #if HANDHELD_LIGHTSOURCE_FLICKER_MODE > 0 variable.float.randomVal = random() #if HANDHELD_LIGHTSOURCE_FLICKER_MODE == 1 variable.float.randomValBiased = smooth(randomVal,0.0,1.0) uniform.float.flickerLight = mix(1.0, 0.5, smooth(randomValBiased*randomValBiased*randomValBiased,2.0,1.0) ) #elif HANDHELD_LIGHTSOURCE_FLICKER_MODE == 2 variable.bool.randomValBiased = randomVal*randomVal > 0.995 variable.float.flickerTrigger = smooth(if(smooth(if(randomValBiased,5.0,0.0),0.0,10.0) > 2.0,0.0,1.0),1.0,1.0) uniform.float.flickerLight = mix(smooth(randomVal*randomVal*randomVal,0.5,1.0), 1.0, flickerTrigger) #endif #endif # photon stuff uniform.vec2.view_res = vec2(viewWidth, viewHeight) uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight) texture.noise = texture/noises.png texture.composite.colortex6 = texture/blueNoise.png variable.float.texelSizeX = 1.0/viewWidth variable.float.texelSizeY = 1.0/viewHeight uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY) #if TAA_MODE == 0 uniform.vec2.taaJitter = vec2(0.0, 0.0) #else #if TAA_MODE == 2 variable.int.frameMod = frameCounter%4 variable.float.taaJitter4_X = if( \ frameMod == 0, -0.125, \ frameMod == 1, 0.875, \ frameMod == 2, 0.125, \ -0.875 ) variable.float.taaJitter4_Y = if( \ frameMod == 0, -0.875, \ frameMod == 1, -0.125, \ frameMod == 2, 0.875, \ 0.125 ) uniform.vec2.taaJitter = vec2(taaJitter4_X, taaJitter4_Y) #else variable.int.frameMod = frameCounter%8 variable.float.taaJitter8_X = if( \ frameMod == 0, 0.125, \ frameMod == 1, -0.125, \ frameMod == 2, 0.625, \ frameMod == 3, -0.125, \ frameMod == 4, -0.625, \ frameMod == 5, -0.875, \ frameMod == 6, 0.125, \ 0.875 ) variable.float.taaJitter8_Y = if( \ frameMod == 0, -0.375, \ frameMod == 1, 0.375, \ frameMod == 2, 0.125, \ frameMod == 3, -0.625, \ frameMod == 4, 0.625, \ frameMod == 5, -0.125, \ frameMod == 6, 0.875, \ 0.875 ) uniform.vec2.taaJitter = vec2(taaJitter8_X, taaJitter8_Y) #endif #endif variable.float.sunPosXSTEUFF = sunPosition.x variable.float.sunPosYSTEUFF = sunPosition.y variable.float.sunPosZSTEUFF = sunPosition.z variable.float.normSunVec = sqrt(sunPosXSTEUFF*sunPosXSTEUFF+sunPosYSTEUFF*sunPosYSTEUFF+sunPosZSTEUFF*sunPosZSTEUFF) variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z) variable.float.sunPosX = (sunPosition.x/normSunVec) variable.float.sunPosY = (sunPosition.y/normSunVec) variable.float.sunPosZ = (sunPosition.z/normSunVec) uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ) variable.float.upPosX =(upPosition.x)/normUpVec variable.float.upPosY =(upPosition.y)/normUpVec variable.float.upPosZ =(upPosition.z)/normUpVec uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ) uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0 #Max angle at frustrum diagonal variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio))) uniform.float.cosFov = cos(maxAngle) variable.float.viewDirX = gbufferModelViewInverse.2.0 variable.float.viewDirY = gbufferModelViewInverse.2.1 variable.float.viewDirZ = gbufferModelViewInverse.2.2 variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ) variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ) variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2) variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2) variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2) uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0) variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ) variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ) variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ) variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ) variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ) variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ) uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ) uniform.float.shadowMaxProj = 150.0/abs(sunPosY) ########################################### ####### DISTANT HORIZONS/VOXY STUFF ####### ########################################### #ifdef DISTANT_HORIZONS uniform.float.LOD_NEARPLANE = dhNearPlane uniform.float.LOD_FARPLANE = dhFarPlane uniform.int.LOD_RENDERDISTANCE = dhRenderDistance #endif #ifdef VOXY uniform.float.LOD_NEARPLANE = 16.0f uniform.float.LOD_FARPLANE = 48000.0f uniform.int.LOD_RENDERDISTANCE = vxRenderDistance * 16 #endif #ifdef DISTANT_HORIZONS # retract the radius of overdraw prevention as you move quicker to hide the hole. variable.float.smoothVelocity_X = smooth(abs(previousCameraPosition.x-cameraPosition.x),0.5,5.0) variable.float.smoothVelocity_Y = smooth(abs(previousCameraPosition.y-cameraPosition.y),0.5,5.0) variable.float.smoothVelocity_Z = smooth(abs(previousCameraPosition.z-cameraPosition.z),0.5,5.0) uniform.vec3.OVERDRAW_PREVENTION_SCALE = vec3(smoothVelocity_X,smoothVelocity_Y,smoothVelocity_Z) #endif ############################### ####### FLOODFILL STUFF ####### ############################### #ifdef LPV_ENABLED image.imgBlockData = texBlockData RG_INTEGER RG32UI UNSIGNED_INT false false 2048 #if LPV_SIZE == 8 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 256 256 256 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 256 256 256 #elif LPV_SIZE == 7 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 128 128 128 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 128 128 128 #elif LPV_SIZE == 6 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 64 64 64 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 64 64 64 #endif #else program.world1/setup.enabled = false program.world0/setup.enabled = false program.world-1/setup.enabled = false program.world1/shadow.enabled = false program.world-1/shadow.enabled = false program.world1/shadowcomp.enabled = false program.world0/shadowcomp.enabled = false program.world-1/shadowcomp.enabled = false #endif