add ambient light tint option for the end and stars options

This commit is contained in:
Merlin1809
2025-07-24 14:08:56 +02:00
parent a83a44fa3c
commit 10d2007953
8 changed files with 19 additions and 9 deletions
+1 -1
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@@ -480,7 +480,7 @@ void main() {
#endif
#ifdef END_SHADER
Indirect_lighting = vec3(0.3,0.36,1.0) * 0.1;
Indirect_lighting = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B) * 0.1;
#endif
///////////////////////// BLOCKLIGHT LIGHTING OR LPV LIGHTING OR FLOODFILL COLORED LIGHTING
+1 -1
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@@ -738,7 +738,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow;
vec3 AmbientLightColor = vec3(0.3,0.36,1.0) ;
vec3 AmbientLightColor = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B) ;
Indirect_lighting = AmbientLightColor + 0.7 * AmbientLightColor * dot(worldSpaceNormal, normalize(feetPlayerPos));
Indirect_lighting *= 0.1;
+1 -1
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@@ -1257,7 +1257,7 @@ void main() {
#endif
#ifdef END_SHADER
Indirect_lighting = vec3(0.3,0.36,1.0);
Indirect_lighting = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B);
Indirect_lighting = Indirect_lighting + 0.7*mix(-Indirect_lighting, Indirect_lighting * dot(slopednormal, feetPlayerPos_normalized), clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
Indirect_lighting *= 0.1;
+6 -1
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = Merlin1809's Bliss Fork
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 0.1.4
value.SHADER_VERSION_LABEL.482 = 0.1.5
# if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato
@@ -41,6 +41,8 @@ option.colortype = coloring mode
option.Moon_temp = moon temperature
suffix.Moon_temp = K
option.REALMOON = Realistic Moon
option.STARS_AMOUNT = Stars Amount
option.STARS_BRIGHTNESS = Stars Brightness
screen.Misc_Settings = §cDebugging§r/Experimental Settings
screen.Mod_support = Settings For Supported Mods
@@ -196,6 +198,9 @@ screen.Ambient_light = Ambient Light
option.AmbientLightRain_R = Red Amount (Rain)
option.AmbientLightRain_G = Green Amount (Rain)
option.AmbientLightRain_B = Blue Amount (Rain)
option.AmbientLightEnd_R = Red Amount (End)
option.AmbientLightEnd_G = Green Amount (End)
option.AmbientLightEnd_B = Blue Amount (End)
option.ambient_colortype = Coloring Type
value.ambient_colortype.0 = Temperature
value.ambient_colortype.1 = RGB
+1 -1
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@@ -297,7 +297,7 @@ vec4 GetVolumetricFog(
float volumeCoeff = exp(-stormDensity*dd*dL);
vec3 lightsources = LightSourceLighting(progressW, lightPosition, dither, volumeDensity, lightColors, vortexBounds);
vec3 indirect = vec3(0.3,0.36,1.0) * 0.2 * (exp((volumeDensity*volumeDensity) * -50) * 0.9 + 0.1) * 0.1;
vec3 indirect = vec3(AmbientLightEnd_R,AmbientLightEnd_G,AmbientLightEnd_B) * 0.2 * (exp((volumeDensity*volumeDensity) * -50) * 0.9 + 0.1) * 0.1;
vec3 stormLighting = indirect + lightsources;
+5
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@@ -94,6 +94,9 @@
#define AmbientLightRain_G 0.15 // [0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightRain_B 0.15 // [0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightEnd_R 0.3 // [0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightEnd_G 0.35 // [0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightEnd_B 1.0 // [0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define TORCH_AMOUNT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 10.0]
#define TORCH_R 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
@@ -334,6 +337,8 @@ const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.
#define moonColorB 0.8948 //[0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0 ]
#define REALMOON
#define STARS_AMOUNT 1.0 // [0.5 0.75 1.0 1.25 1.5 1.75 2.0]
#define STARS_BRIGHTNESS 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0]
#define MOONPHASE_BASED_MOONLIGHT
uniform int moonPhase;
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@@ -44,5 +44,5 @@ float StableStarField( in vec3 vSamplePos, float fThreshhold )
float stars(vec3 viewPos){
float stars = max(1.0 - StableStarField(viewPos*300.0 , 0.99),0.0);
return exp( stars * -20.0);
return STARS_BRIGHTNESS * exp( stars * -20.0 * (1/STARS_AMOUNT));
}
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