Files
Bliss-Shader/shaders/shaders.properties
T

859 lines
56 KiB
Properties

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 =VARIANCE_CLIP_GAMMA_VAR TAA_TEXTURE_FILTERING_MODE 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 = \
[Direct_Light] [World] \
[Ambient_light] [VOLUMETRICS] \
[Resource_Pack_Support] [ATMOSPHERICS] \
[Post_Processing] [Water] \
[Color_Processing] [Camera_Settings] \
<empty> <empty> \
[DEBUG_SETTINGS] [MOD_SETTINGS]
######## LIGHTING
# ### DIRECT LIGHT
screen.Direct_Light.columns=1
screen.Direct_Light = \
SCREENSPACE_CONTACT_SHADOWS \
<empty> \
[Filtering] \
shadowMapResolution \
shadowDistance \
ENTITY_SHADOW_AMOUNT \
RENDER_PLAYER_SHADOWS \
TRANSLUCENT_COLORED_SHADOWS \
LIGHTLEAKFIX_MODE \
<empty> \
[Sun_and_Moon_Colors] \
sunPathRotation
screen.Sun_and_Moon_Colors.columns = 2
screen.Sun_and_Moon_Colors = \
sunColorR moonColorR \
sunColorG moonColorG \
sunColorB moonColorB \
colortype <empty> \
Sun_temp Moon_temp \
<empty> <empty> \
sun_illuminance moon_illuminance \
MOONPHASE_BASED_MOONLIGHT
screen.Filtering.columns=1
screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> 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] \
<empty> \
[INDIRECT_LIGHT_COLORS] \
MINIMUM_OUTDOOR_LIGHT \
MINIMUM_INDOOR_LIGHT \
<empty> \
HANDHELD_LIGHTSOURCE_MODE \
[HANDHELD_LIGHTSOURCE_SETTINGS] \
<empty> \
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 \
<empty> <empty> \
HANDHELD_LIGHTSOURCE_BRIGHTNESS <empty> \
HANDHELD_LIGHTSOURCE_R <empty> \
HANDHELD_LIGHTSOURCE_G <empty> \
HANDHELD_LIGHTSOURCE_B
screen.HANDHELD_LIGHTSOURCE_SETTINGS.columns=1
screen.HANDHELD_LIGHTSOURCE_SETTINGS = HANDHELD_LIGHTSOURCE_RANGE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_SPECULAR <empty> HANDHELD_LIGHTSOURCE_FLICKER_MODE HANDHELD_LIGHTSOURCE_BRIGHTNESS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B <empty> 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 \
<empty> <empty> \
LPV_SATURATION LPV_COLORED_CANDLES \
LPV_TINT_SATURATION LPV_REDSTONE_LIGHTS \
LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS \
<empty> <empty> \
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 = <profile> [SPECULAR] [Emissives] [Subsurface_Scattering] [POM] [WETNESS] [Refraction] MATERIAL_AO <empty> RESOURCEPACK_SKY NORMAL_MAP_MULT
screen.SPECULAR.columns=1
screen.SPECULAR = \
SUN_SPECULAR_MULT \
ROUGHNESS_TRESHOLD \
<empty> \
DEFERRED_SPECULAR \
DEFERRED_SSR_QUALITY \
DEFERRED_BACKGROUND_REFLECTION \
DEFERRED_ROUGH_REFLECTION \
<empty> \
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 <empty> DIRECT_SSS_BRIGHTNESS DIRECT_SSS_ABSORBANCE_AMOUNT <empty> Ambient_SSS ambientsss_brightness INDIRECT_SSS_ABSORBANCE_AMOUNT <empty> DISTANT_SSS SCREENSPACE_DIRECT_SSS_BLENDING <empty> 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 <empty> 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 = [Seasons] <empty> WIND_SYSTEM_MODE FOLIAGE_ANIMATION_AMOUNT WAVY_SPEED CURVATURE_AMOUNT <empty> [Sky_coefficients] SKY_GROUND AERIAL_PERSPECTIVE_TEST AERIAL_PERSPECTIVE_DENSITY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED <empty> FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH
######## CLIMATE
screen.Seasons.columns=1
screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
screen.Summer_colors.columns=1
screen.Summer_colors = Summer_R Summer_G Summer_B <empty> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
screen.Fall_colors.columns=1
screen.Fall_colors = Fall_R Fall_G Fall_B <empty> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
screen.Winter_colors.columns=1
screen.Winter_colors = Winter_R Winter_G Winter_B <empty> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
screen.Spring_colors.columns=1
screen.Spring_colors = Spring_R Spring_G Spring_B <empty> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
# ######## ATMOSPHERICS
screen.VOLUMETRICS.columns=2
screen.VOLUMETRICS = \
VL_RENDERING_RESOLUTION_SCALE VL_SAMPLES \
<empty> <empty> \
Haze_amount BorderFog \
[TOD_fog] [Cave_Fog] \
[END_AND_NETHER_FOG] <empty> \
<empty> <empty> \
BLOOMY_FOG UNDERWATER_BLOOMY_FOG \
RAIN_SNOW_BLOOMY_FOG <empty> \
<empty> <empty> \
CLOUD_ANIMATION_MODE <empty> \
Cloud_Speed CLOUD_SHADOW_AMOUNT \
CloudLayer0 [CloudLayer0_config] \
CloudLayer1 [CloudLayer1_config] \
CloudLayer2 [CloudLayer2_config] \
screen.ATMOSPHERICS.columns=2
screen.ATMOSPHERICS = SCENE_CONTROLLER_TRANSITION_RATE WIND_SYSTEM_MODE \
<empty> <empty> \
USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE \
[DAILY_WEATHER] [RAINY_WEATHER] \
<empty> <empty> \
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] \
<empty> <empty> \
USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE \
[CUSTOM_SWAMP_CATEGORY_PROFILE_1] [CUSTOM_JUNGLE_CATEGORY_PROFILE_1] \
USE_CUSTOM_PALE_GARDEN_PROFILE <empty> \
[CUSTOM_PALE_GARDEN_PROFILE_1] <empty> \
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] \
<empty> <empty> \
VL_RENDERING_RESOLUTION_SCALE CLOUD_SHADOW_AMOUNT \
Cloud_Speed SCENE_CONTROLLER_TRANSITION_RATE \
<empty> <empty> \
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 <empty> <empty> <empty> RAINY_PROFILE_1_UNIFORM_FOG_DENSITY RAINY_PROFILE_1_CLUMPY_FOG_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 <empty> <empty> <empty> RAINY_PROFILE_2_UNIFORM_FOG_DENSITY RAINY_PROFILE_2_CLUMPY_FOG_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 <empty> <empty> <empty> RAINY_PROFILE_3_UNIFORM_FOG_DENSITY RAINY_PROFILE_3_CLUMPY_FOG_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 <empty> <empty> <empty> RAINY_PROFILE_4_UNIFORM_FOG_DENSITY RAINY_PROFILE_4_CLUMPY_FOG_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 <empty> <empty> <empty> RAINY_PROFILE_5_UNIFORM_FOG_DENSITY RAINY_PROFILE_5_CLUMPY_FOG_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 <empty> <empty> <empty> RAINY_PROFILE_6_UNIFORM_FOG_DENSITY RAINY_PROFILE_6_CLUMPY_FOG_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
### TEMPURATURE BASED BIOME ATMOSPHERICS
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
### BIOME ATMOSPHERICS
screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1.columns=1
screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1 = 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
screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1.columns=1
screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = 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
screen.CUSTOM_PALE_GARDEN_PROFILE_1.columns=1
screen.CUSTOM_PALE_GARDEN_PROFILE_1 = 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
### FOG
screen.Fog.columns=2
screen.Fog = \
VL_RENDERING_RESOLUTION_SCALE VL_SAMPLES \
<empty> BLOOMY_FOG \
<empty> <empty> \
Haze_amount [TOD_fog] \
[Cave_Fog] [END_AND_NETHER_FOG] \
<empty> <empty> \
BorderFog UNDERWATER_BLOOMY_FOG RAIN_SNOW_BLOOMY_FOG
screen.TOD_fog.columns=2
screen.TOD_fog = TOD_FOG_AMOUNT <empty> 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 <empty> NETHER_PLUME_DENSITY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY <empty> [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 <empty> END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_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 <empty> Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B <empty> Water_Absorb_R Water_Absorb_G Water_Absorb_B <empty> 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] <empty> <empty> <empty> 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 <empty> BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT VARIANCE_CLIP_GAMMA_VAR TAA_TEXTURE_FILTERING_MODE
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 <empty> 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 <empty> COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B <empty> COLOR_KEY_INVERT COLOR_KEY_RANGE COLOR_KEY_WIDTH
screen.Color_Processing.columns = 1
screen.Color_Processing = TONEMAP <empty> [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 \
<empty> <empty> <empty> \
COLOR_GRADING_ENABLED <empty> <empty> \
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 <empty> AUTO_EXPOSURE AUTO_EXPOSURE_ADJUST_RATE EXPOSURE_DARKENING EXPOSURE_BRIGHTENING
### DOF
screen.DepthOfField.columns = 1
screen.DepthOfField = DOF_QUALITY <empty> MANUAL_FOCUS focal aperture <empty> 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 <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> 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 = <empty>
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 <empty> INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_FOG_G <empty> INDIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_FOG_B <empty>
# 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 #######
############################
#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
uniform.bool.windowResizeCheck = abs(smooth((viewWidth+viewHeight), 1.0, 1.0) - (viewWidth+viewHeight)) > 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.bool.isInPaleGardenBiomes = in(biome, BIOME_PALE_GARDEN)
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