diff --git a/shaders/block.properties b/shaders/block.properties index 5ac464c..332b9ac 100644 --- a/shaders/block.properties +++ b/shaders/block.properties @@ -1130,8 +1130,8 @@ block.500=minecraft:end_portal block.501=minecraft:acacia_sign minecraft:bamboo_sign minecraft:birch_sign minecraft:cherry_sign minecraft:crimson_sign minecraft:dark_oak_sign minecraft:jungle_sign minecraft:mangrove_sign minecraft:oak_sign minecraft:pale_oak_sign minecraft:spruce_sign minecraft:warped_sign minecraft:acacia_wall_sign minecraft:bamboo_wall_sign minecraft:birch_wall_sign minecraft:cherry_wall_sign minecraft:crimson_wall_sign minecraft:dark_oak_wall_sign minecraft:jungle_wall_sign minecraft:mangrove_wall_sign minecraft:oak_wall_sign minecraft:pale_oak_wall_sign minecraft:spruce_wall_sign minecraft:warped_wall_sign # glowing ores -block.502= emerald_ore deepslate_emerald_ore gold_ore deepslate_gold_ore iron_ore deepslate_iron_ore diamond_ore deepslate_diamond_ore redstone_ore deepslate_redstone_ore copper_ore deepslate_copper_ore lapis_ore deepslate_lapis_ore coal_ore deepslate_coal_ore nether_quartz_ore nether_gold_ore \ +block.502=emerald_ore deepslate_emerald_ore gold_ore deepslate_gold_ore iron_ore deepslate_iron_ore diamond_ore deepslate_diamond_ore redstone_ore deepslate_redstone_ore copper_ore deepslate_copper_ore lapis_ore deepslate_lapis_ore coal_ore deepslate_coal_ore nether_quartz_ore nether_gold_ore \ create:zinc_ore create:deepslate_zinc_ore ## blocks where shader grass should is taller around, basically just full building blocks -block.503= mycelium dirt_path clay mud farmland crimson_nylium warped_nylium dripstone_block calcite soul_soil soul_sand calcite obsidian bedrock beehive lodestone barrel respawn_anchor infested_deepslate infested_cobblestone infested_stone ancient_debris raw_iron_block raw_gold_block raw_copper_block muddy_mangrove_roots bone_block waxed_oxidized_cut_copper waxed_oxidized_chiseled_copper waxed_oxidized_copper waxed_weathered_cut_copper waxed_weathered_chiseled_copper waxed_weathered_copper waxed_exposed_cut_copper waxed_exposed_chiseled_copper waxed_exposed_copper waxed_chiseled_copper waxed_cut_copper waxed_copper_block oxidized_cut_copper oxidized_chiseled_copper oxidized_copper weathered_cut_copper weathered_chiseled_copper weathered_copper exposed_cut_copper exposed_chiseled_copper exposed_copper chiseled_copper cut_copper copper_block iron_block emerald_block gold_block diamond_block lapis_block netherite_block coal_block basalt smooth_basalt polished_basalt purpur_block purpur_pillar prismarine dark_prismarine blackstone gilded_blackstone polished_blackstone chiseled_polished_blackstone red_sandstone chiseled_sandstone chiseled_red_sandstone smooth_sandstone smooth_red_sandstone cut_sandstone cut_red_sandstone chiseled_tuff polished_tuff reinforced_deepslate chiseled_deepslate polished_deepslate deepslate_tiles cracked_deepslate_tiles tuff andesite polished_andesite diorite polished_diorite granite polished_granite quartz_block chiseled_quartz_block quartz_pillar smooth_quartz quartz_bricks infested_stone_bricks infested_cracked_stone_bricks infested_mossy_stone_bricks infested_chiseled_stone_bricks polished_blackstone_bricks cracked_polished_blackstone_bricks end_stone end_stone_bricks deepslate_bricks cracked_deepslate_bricks tuff_bricks chiseled_tuff_bricks mud_bricks prismarine_bricks nether_bricks cracked_nether_bricks chiseled_nether_bricks red_nether_bricks netherrack bricks smooth_stone stone_bricks cracked_stone_bricks mossy_stone_bricks chiseled_stone_bricks mossy_cobblestone rooted_dirt coarse_dirt podzol gravel suspicious_gravel stone cobblestone sandstone deepslate cobbled_deepslate dirt oak_planks oak_log stripped_oak_log oak_wood stripped_oak_wood acacia_planks acacia_log stripped_acacia_log acacia_wood stripped_acacia_wood birch_planks birch_log stripped_birch_log brich_wood stripped_brich_wood spruce_planks spruce_log stripped_spruce_log spruce_wood stripped_spruce_wood dark_oak_planks dark_oak_log stripped_dark_oak_log dark_oak_wood stripped_dark_oak_wood jungle_planks jungle_log stripped_jungle_log jungel_wood stripped_jungel_wood mangrove_planks mangrove_log stripped_mangrove_log mangrove_wood stripped_mangrove_wood cherry_planks cherry_log stripped_cherry_log cherry_wood stripped_cherry_wood warped_planks warped_stem stripped_warped_stem warped_hyphae stripped_warped_hyphae crimson_planks crimson_stem stripped_crimson_stem crimson_hyphae stripped_crimson_hyphae bamboo_planks bamboo_block stripped_bamboo_block bamboo_mosaic \ No newline at end of file +block.503=mycelium dirt_path clay mud farmland crimson_nylium warped_nylium dripstone_block calcite soul_soil soul_sand calcite obsidian bedrock beehive lodestone barrel respawn_anchor infested_deepslate infested_cobblestone infested_stone ancient_debris raw_iron_block raw_gold_block raw_copper_block muddy_mangrove_roots bone_block waxed_oxidized_cut_copper waxed_oxidized_chiseled_copper waxed_oxidized_copper waxed_weathered_cut_copper waxed_weathered_chiseled_copper waxed_weathered_copper waxed_exposed_cut_copper waxed_exposed_chiseled_copper waxed_exposed_copper waxed_chiseled_copper waxed_cut_copper waxed_copper_block oxidized_cut_copper oxidized_chiseled_copper oxidized_copper weathered_cut_copper weathered_chiseled_copper weathered_copper exposed_cut_copper exposed_chiseled_copper exposed_copper chiseled_copper cut_copper copper_block iron_block emerald_block gold_block diamond_block lapis_block netherite_block coal_block basalt smooth_basalt polished_basalt purpur_block purpur_pillar prismarine dark_prismarine blackstone gilded_blackstone polished_blackstone chiseled_polished_blackstone red_sandstone chiseled_sandstone chiseled_red_sandstone smooth_sandstone smooth_red_sandstone cut_sandstone cut_red_sandstone chiseled_tuff polished_tuff reinforced_deepslate chiseled_deepslate polished_deepslate deepslate_tiles cracked_deepslate_tiles tuff andesite polished_andesite diorite polished_diorite granite polished_granite quartz_block chiseled_quartz_block quartz_pillar smooth_quartz quartz_bricks infested_stone_bricks infested_cracked_stone_bricks infested_mossy_stone_bricks infested_chiseled_stone_bricks polished_blackstone_bricks cracked_polished_blackstone_bricks end_stone end_stone_bricks deepslate_bricks cracked_deepslate_bricks tuff_bricks chiseled_tuff_bricks mud_bricks prismarine_bricks nether_bricks cracked_nether_bricks chiseled_nether_bricks red_nether_bricks netherrack bricks smooth_stone stone_bricks cracked_stone_bricks mossy_stone_bricks chiseled_stone_bricks mossy_cobblestone rooted_dirt coarse_dirt podzol gravel suspicious_gravel stone cobblestone sandstone deepslate cobbled_deepslate dirt oak_planks oak_log stripped_oak_log oak_wood stripped_oak_wood acacia_planks acacia_log stripped_acacia_log acacia_wood stripped_acacia_wood birch_planks birch_log stripped_birch_log brich_wood stripped_brich_wood spruce_planks spruce_log stripped_spruce_log spruce_wood stripped_spruce_wood dark_oak_planks dark_oak_log stripped_dark_oak_log dark_oak_wood stripped_dark_oak_wood jungle_planks jungle_log stripped_jungle_log jungel_wood stripped_jungel_wood mangrove_planks mangrove_log stripped_mangrove_log mangrove_wood stripped_mangrove_wood cherry_planks cherry_log stripped_cherry_log cherry_wood stripped_cherry_wood warped_planks warped_stem stripped_warped_stem warped_hyphae stripped_warped_hyphae crimson_planks crimson_stem stripped_crimson_stem crimson_hyphae stripped_crimson_hyphae bamboo_planks bamboo_block stripped_bamboo_block bamboo_mosaic \ No newline at end of file diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 551f6ce..a624bc5 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -284,7 +284,6 @@ float ld(float dist) { float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } -uniform vec3 eyePosition; #if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0 float R2_dither(){ diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 223c742..6629e7b 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -466,8 +466,6 @@ void Emission( if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve)); } -uniform vec3 eyePosition; - //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 3481df8..27e1fe4 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -465,11 +465,13 @@ vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, boo float SSS = 0.0; float _near = near; float _far = far*4.0; - + + #if defined DISTANT_HORIZONS || defined VOXY if (depthCheck) { _near = dhVoxyNearPlane; _far = dhVoxyFarPlane; } + #endif vec3 position = toClipSpace3_DH(viewPos, depthCheck) ; @@ -492,11 +494,16 @@ vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, boo for (int i = 0; i < int(samples); i++) { - float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, ivec2(newPos.xy/texelSize),0).x,hand); + float sampleDepth; #if defined DISTANT_HORIZONS || defined VOXY - if(depthCheck) sampleDepth = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + if(depthCheck) { + sampleDepth = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + } else #endif + { + sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, ivec2(newPos.xy/texelSize),0).x,hand); + } if(sampleDepth < newPos.z){ float linearCurrentPos = swapperlinZ(newPos.z, _near, _far); @@ -555,12 +562,16 @@ float SSRT_FlashLight_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, floa for (int i = 0; i < int(samples); i++) { - - float samplePos = texelFetch2D(depthtex2, ivec2(newPos.xy/texelSize).xy,0).x; + float samplePos; #if defined DISTANT_HORIZONS || defined VOXY - if(depthCheck) samplePos = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + if(depthCheck) { + samplePos = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + } else #endif + { + samplePos = texelFetch2D(depthtex2, ivec2(newPos.xy/texelSize),0).x,hand; + } if(samplePos < newPos.z && samplePos > 0.0){// && (samplePos <= max(minZ,maxZ) && samplePos >= min(minZ,maxZ))){ shadows = 0.0; @@ -882,7 +893,7 @@ uniform float wetness; #endif } - roughness = mix(roughness, 0.5*(1+snowR), wetnessStages * Puddle_Reflection_Sharpness); + roughness = mix(roughness, 0.5*(1.0+snowR), wetnessStages * Puddle_Reflection_Sharpness); if(f0 < 229.5/255.0 ) albedo = pow(albedo * (1.0 - 0.08*wetnessStages), vec3(1.0 + 0.7*wetnessStages)); } diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index bec1957..ae782ea 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -32,6 +32,10 @@ uniform float viewWidth; uniform float aspectRatio; uniform vec3 relativeEyePosition; +#ifdef PIXELATED + uniform vec2 view_res; +#endif + uniform int hideGUI; uniform vec3 previousCameraPosition; @@ -95,7 +99,7 @@ void doCameraGridLines(inout vec3 color, vec2 UV){ vec3 doMotionBlur(vec2 texcoord, float depth, float noise, bool hand){ - float samples = 4.0; + const float samples = 4.0; vec3 color = vec3(0.0); float blurMult = 1.0; @@ -151,12 +155,14 @@ void main() { float noise = blueNoise(); - #ifdef MOTION_BLUR + #if defined MOTION_BLUR float depth = texture2D(depthtex0, texcoord*RENDER_SCALE).r; bool hand = depth < 0.56; float depth2 = convertHandDepth_2(depth, hand); vec3 COLOR = doMotionBlur(texcoord, depth2, noise, hand); + #elif defined PIXELATED + vec3 COLOR = texelFetch(colortex7, ivec2(gl_FragCoord.xy)-ivec2(mod(gl_FragCoord.xy, PIXELIZATION_STRENGTH)),0).rgb; #else vec3 COLOR = texture2D(colortex7,texcoord).rgb; #endif @@ -166,6 +172,10 @@ void main() { applyGameplayEffects(COLOR, texcoord, noise); #endif + #if MAX_COLORS_PER_CHANNEL > 1 + COLOR = floor(COLOR*(MAX_COLORS_PER_CHANNEL-1))/(MAX_COLORS_PER_CHANNEL-1); + #endif + #ifdef FILM_GRAIN // basic film grain implementation from https://www.shadertoy.com/view/4sXSWs slightly edited float x = (texcoord.x + 4.0 ) * (texcoord.y + 4.0 ) * (frameTimeCounter * 10.0); diff --git a/shaders/dimensions/prepare.csh b/shaders/dimensions/prepare.csh index 6657dcb..536582d 100644 --- a/shaders/dimensions/prepare.csh +++ b/shaders/dimensions/prepare.csh @@ -31,7 +31,7 @@ void main() { if (abs(frameTimeCounter - lastFrameTimeCount) > WATER_SIM_FRAMETIME) { float playerTallness = 1.5; if(is_sneaking) playerTallness = 1.2; - #if !defined IS_LPV_ENABLED + #if !defined IS_LPV_ENABLED && !defined SHADER_GRASS vec3 rayStart = vec3(0.0); #else vec3 rayStart = vec3(-relativeEyePosition); diff --git a/shaders/dimensions/voxy.json b/shaders/dimensions/voxy.json index 201c45e..1415bc0 100644 --- a/shaders/dimensions/voxy.json +++ b/shaders/dimensions/voxy.json @@ -64,7 +64,7 @@ "worldTime", "moonElevation", "worldTimeSmooth", - #if CUMULONIMBUS > 0 + #if CUMULONIMBUS == 1 "cumulonimbusStrength", #endif "framemod4_DH", diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 1bb0124..847d608 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 5.1.4 + value.SHADER_VERSION_LABEL.482 = 5.2.0 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato @@ -92,6 +92,8 @@ option.STARS_AMOUNT = Stars Amount option.STARS_BRIGHTNESS = Stars Brightness screen.Misc_Settings = Other Settings screen.EXPERIMENTAL_STUFF = Experimental Stuff + value.MAX_COLORS_PER_CHANNEL.0 = Unlimited + screen.DEBUG_STUFF = §cDebug Settings§r screen.LEGACY_STUFF = Legacy Settings screen.Mod_support = Settings For Supported Mods @@ -883,11 +885,17 @@ option.DOF_QUALITY=Depth Of Field value.DOF_QUALITY.2=Medium value.DOF_QUALITY.3=High value.DOF_QUALITY.4=Ultra - value.DOF_QUALITY.5=Jitter + value.DOF_QUALITY.5=Jitter §aDISABLE AUTOFOCUS & ENABLE SCREENSHOT MODE §c(VOXY NOT SUPPORTED!) option.MANUAL_FOCUS=Focus option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio - value.MANUAL_FOCUS.-2=Autofocus + value.MANUAL_FOCUS.-2=Auto-Focus value.MANUAL_FOCUS.-1=Brightness Slider + option.focal = Focal Length + option.fstop = F-Stop + option.DoF_Adaptation_Speed = Auto-Focusing Speed + option.FAR_BLUR_ONLY = Disable Blur Near Camera + option.REMOVE_HAND_BLUR = Disable Blur On Player Hand + option.DOF_DISPERSION_MULT = Chromatic Aberration Offset screen.JITTER_DOF=Jitter DOF Settings option.JITTER_STRENGTH=Jitter Strength @@ -909,7 +917,7 @@ option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affec option.EMISSIVE_ORES = Emissive Ores option.EMISSIVE_ORES_STRENGTH = Emissive Ores Brightness -option.PLANET_CURVATURE = Planet Curvature §c(Voxy not supported!) +option.PLANET_CURVATURE = Planet Curvature §c(VOXY NOT SUPPORTED!) option.CURVATURE_AMOUNT = Curvature Amount screen.selection_box_outline = Selection Box Outline @@ -1218,4 +1226,13 @@ option.TAA_MODE.comment = §bStandard:§r has the best antialiasing ability - us option.MOTION_BLUR.comment = §bWhat is this?§r This effect makes the entire screen blur in whatever direction you move the camera, or wherever you move within the world. §aPERFORMANCE COST:§r very low option.CHROMATIC_ABERRATION.comment = §bWhat is this?§r This effect makes the edges of the screen have a color shift of red and blue. §aPERFORMANCE COST:§r very very low option.VIGNETTE.comment = §bWhat is this?§r This effect makes the edges of the screen increasingly dark the closer to the edges it gets. §aPERFORMANCE COST:§r very very low -option.TONEMAP.comment = §bWhat is this?§r This fits the internal HDR or whatever range of color the shader is doing, to look nice on your SDR monitor. it will control general color processing - the contrast, saturation, white point, black point, hue shift, path to white, ect - each one has a different look \ No newline at end of file +option.TONEMAP.comment = §bWhat is this?§r This fits the internal HDR or whatever range of color the shader is doing, to look nice on your SDR monitor. it will control general color processing - the contrast, saturation, white point, black point, hue shift, path to white, ect - each one has a different look +option.DOF_QUALITY.comment= §bWhat is this?§r This is the "un-focus" blur in the background and foreground when a camera focuses its lense on something, sometimes referred to as "bokeh". §aPERFORMANCE COST:§r low to high +option.MANUAL_FOCUS.comment= §bWhat is this?§r control how the camera lense focuses. "Auto-Focus" will focus on what you look at. "brightness Slider" lets you manually focus using the brightness setting in video settings. "Manual Focus" only focuses on a fixed point some distance away from the camera in meters. +option.DOF_ANAMORPHIC_RATIO.comment= §bWhat is this?§r This is a recreation of the Anamorphic lense distorion, where it will stretch the out of focus/bokeh. +option.focal.comment = +option.aperture.comment = +option.DoF_Adaptation_Speed.comment = §bWhat is this?§r This controls how quickly auto focus adjusts to where you are looking. +option.FAR_BLUR_ONLY.comment = §bWhat is this?§r make it such that it cannot do an unfocus blur on objects near you, only objects far away. +option.REMOVE_HAND_BLUR.comment = §bWhat is this?§r remove all blurring on your hand. +option.DOF_DISPERSION_MULT.comment = §bWhat is this?§r This adds a color offset for red and blue, for a cool effect. \ No newline at end of file diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang index 20dfcfd..802c662 100644 --- a/shaders/lang/zh_cn.lang +++ b/shaders/lang/zh_cn.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - Bliss 编辑版 prefix.SHADER_VERSION_LABEL = 版本 - value.SHADER_VERSION_LABEL.482 = 5.1.4 + value.SHADER_VERSION_LABEL.482 = 5.2.0 # 如果你是来翻译的,这不是玩笑,这些选项的功能正如其名 profile.POTATO=§4土豆 (极低配置) diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index 846ba07..7ae2d12 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -47,11 +47,16 @@ for (int i = 0; i < int(samples); i++) { - float samplePos = texelFetch2D(depthtex2, ivec2(newPos.xy/texelSize).xy,0).x; - + float samplePos; + #if defined DISTANT_HORIZONS || defined VOXY - if(depthCheck) samplePos = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + if(depthCheck) { + samplePos = texelFetch2D(dhVoxyDepthTex1, ivec2(newPos.xy/texelSize),0).x; + } else #endif + { + samplePos = texelFetch2D(depthtex2, ivec2(newPos.xy/texelSize),0).x,hand; + } if(samplePos < newPos.z && samplePos > 0.0){// && (samplePos <= max(minZ,maxZ) && samplePos >= min(minZ,maxZ))){ shadows = 0.0; diff --git a/shaders/lib/gameplay_effects.glsl b/shaders/lib/gameplay_effects.glsl index 7f6b15c..a0551d7 100644 --- a/shaders/lib/gameplay_effects.glsl +++ b/shaders/lib/gameplay_effects.glsl @@ -99,7 +99,13 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){ //////////////////////// APPLY DISTORTION ///////////////////// // all of the distortion will be based around zooming the UV in the center vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - distortmask); - vec3 distortedColor = texture2D(colortex7, zoomUV).rgb; + + #ifndef PIXELATED + vec3 distortedColor = texture2D(colortex7, zoomUV).rgb; + #else + vec2 fragCoord = zoomUV*view_res; + vec3 distortedColor = texelFetch(colortex7, ivec2(fragCoord)-ivec2(mod(fragCoord, PIXELIZATION_STRENGTH)), 0).rgb; + #endif #if defined WATER_ON_CAMERA_EFFECT || defined ON_FIRE_DISTORT_EFFECT // apply the distorted water color to the scene, but revert back to before when it ends diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 07f0bbc..826a678 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -472,21 +472,21 @@ uniform vec3 unsigned_WmoonVecSmooth; #define CLOUD_SAMPLE_MULTIPLIER 1.0 // [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 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0] #define CloudLayer0 -#define CloudLayer0_coverage 0.9 // [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] -#define CloudLayer0_density 0.8 // [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 1.00] -#define CloudLayer0_height 500.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] -#define CloudLayer0_tallness 180.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] +#define CloudLayer0_coverage 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] +#define CloudLayer0_density 0.5 // [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 1.00] +#define CloudLayer0_height 250.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] +#define CloudLayer0_tallness 130.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] #define CloudLayer0_scale 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] #define CloudLayer0_detail 600.0 // [100.0 150.0 200.0 250.0 300.0 350.0 400.0 450.0 500.0 550.0 600.0 650.0 700.0 750.0] #define CloudLayer0_distance 100000.0 // [1000.0 5000.0 10000.0 20000.0 30000.0 40000.0 50000.0 60000.0 70000.0 80000.0 90000.0 100000.0 110000.0 120000.0 130000.0 140000.0 150000.0 160000.0 170000.0 180000.0 190000.0 200000.0 250000.0 300000.0 350000.0 400000.0 450000.0 500000.0] #define CloudLayer1 -#define CloudLayer1_coverage 0.9 // [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] -#define CloudLayer1_density 0.8 // [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 1.00] -#define CloudLayer1_height 800.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] -#define CloudLayer1_tallness 300.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] +#define CloudLayer1_coverage 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] +#define CloudLayer1_density 0.6 // [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 1.00] +#define CloudLayer1_height 400.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] +#define CloudLayer1_tallness 280.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0] #define CloudLayer1_scale 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] -#define CloudLayer1_detail 450.0 // [100.0 150.0 200.0 250.0 300.0 350.0 400.0 450.0 500.0 550.0 600.0 650.0 700.0 750.0] +#define CloudLayer1_detail 250.0 // [100.0 150.0 200.0 250.0 300.0 350.0 400.0 450.0 500.0 550.0 600.0 650.0 700.0 750.0] #define CloudLayer1_distance 100000.0 // [1000.0 5000.0 10000.0 20000.0 30000.0 40000.0 50000.0 60000.0 70000.0 80000.0 90000.0 100000.0 110000.0 120000.0 130000.0 140000.0 150000.0 160000.0 170000.0 180000.0 190000.0 200000.0 250000.0 300000.0 350000.0 400000.0 450000.0 500000.0] #define CUMULONIMBUS 0 // [0 1 2] @@ -758,6 +758,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) // #define MOTION_BLUR +#ifdef MOTION_BLUR +#endif #define MOTION_BLUR_STRENGTH 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 3.0 4.0 5.0] // #define CHROMATIC_ABERRATION @@ -769,6 +771,13 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) // #define FILM_GRAIN #define FILM_GRAIN_STRENGTH 2.5 // [0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 8.5 9.0 9.5 10.0] +// #define PIXELATED +#ifdef PIXELATED +#endif +#define PIXELIZATION_STRENGTH 4 // [2 3 4 5 6 7 8 9 10 16 32 64] + +#define MAX_COLORS_PER_CHANNEL 0 // [0 4 8 16 32 64 128 256 512] + /////////////////////////////////////////////////////// // ----- GAMEPLAY POST EFFECT RELATED SETTINGS ----- // /////////////////////////////////////////////////////// @@ -1171,7 +1180,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) #endif // only iris 1.7+ allows tessellation -#if MC_VERSION < 12001 || MC_VERSION == 12002 +#ifndef IRIS_FEATURE_TESSELLATION_SHADERS #undef SHADER_GRASS #endif diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index ca67f89..99ed893 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -272,7 +272,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, #ifdef CloudLayer1 case LARGECUMULUS_LAYER: { - erosion += (1.0 - densityAtPos(samplePos * CloudLayer1_detail * CloudLayer1_scale / 4.5)) * sqrt(omShape); + erosion += (1.0 - densityAtPos(samplePos * CloudLayer1_detail * CloudLayer1_scale / 3.571428)) * sqrt(omShape); float falloff = 1.0 - clamp(posToMax/(CloudLayer1_tallness/CloudLayer1_scale),0.0,1.0); erosion += abs(densityAtPos(samplePos * CloudLayer1_detail * CloudLayer1_scale) - falloff) * 0.75 * (omShape*omShape) * (1.0-falloff*0.5); @@ -525,17 +525,17 @@ float getCloudScattering( for (int i = 0; i < samples; i++){ if((LayerIndex == ALTOSTRATUS_LAYER) || (LayerIndex == CIRRUS_LAYER)){ - shadowRayPosition = rayPosition + sunVis * sunVector * (1.0 + i * dither) / (pow(abs(sunVector.y*0.5),3.0) * 0.995 + 0.005) + moonVis * moonVector * (1.0 + i * dither) / (pow(abs(moonVector.y*0.5),3.0) * 0.995 + 0.005); + shadowRayPosition = rayPosition + sunVector*sunVis * (0.25 + i * dither) * 200.0 + moonVector*moonVis * (0.25 + i * dither) * 200.0; } else #if CUMULONIMBUS > 0 if((LayerIndex == LARGECUMULUS_LAYER) || (LayerIndex == SMALLCUMULUS_LAYER)) #endif { - shadowRayPosition = rayPosition + lightVec * (1.0 + i + dither)*20.0; + shadowRayPosition = rayPosition + lightVec * (0.25 + i + dither)*20.0; } #if CUMULONIMBUS > 0 else { - shadowRayPosition = rayPosition + lightVec * (1.0 + i + dither)*isLarge; + shadowRayPosition = rayPosition + lightVec * (0.5 + i + dither)*isLarge; } #endif @@ -680,7 +680,7 @@ vec4 raymarchCloud( } if (density == 0.0) return vec4(color, totalAbsorbance); - bool ifAboveOrBelowPlane = max(mix(-1.0, 1.0, clamp(cameraPosition.y - minHeight,0.0,1.0)) * normalize(rayDirection).y,0.0) > 0.0; + bool ifAboveOrBelowPlane = max(mix(-1.0, 1.0, clamp(cameraPosition.y - minHeight,0.0,1.0)) * normalize(rayDirection).y + 0.0001,0.0) > 0.0; // check if the ray staring position is going farther than the reference distance, if yes, dont begin marching. this is to check for intersections with the world. // check if the camera is above or below the cloud plane, so it doesnt waste work on the opposite hemisphere @@ -838,7 +838,7 @@ vec4 raymarchCloud( float skylightOcclusion = 1.0; #if defined CloudLayer1 && defined CloudLayer0 if(LayerIndex == SMALLCUMULUS_LAYER) { - float upperLayerOcclusion = getCloudShape(LARGECUMULUS_LAYER, 0, rayPosition + vec3(0.0,1.0,0.0) * max((CloudLayer1_height+20) - rayPosition.y,0.0), CloudLayer1_height, CloudLayer1_height+CloudLayer1_height); + float upperLayerOcclusion = getCloudShape(LARGECUMULUS_LAYER, 0, rayPosition + vec3(0.0,1.0,0.0) * max((CloudLayer1_height+20) - rayPosition.y,0.0), CloudLayer1_height, CloudLayer1_height+CloudLayer1_height/CloudLayer1_scale); skylightOcclusion = mix(mix(0.0,0.2,densityLarge), 1.0, pow(1.0 - upperLayerOcclusion*densityLarge,5)); } #endif @@ -855,7 +855,7 @@ vec4 raymarchCloud( #if defined CloudLayer0 && defined CloudLayer1 if(LayerIndex == SMALLCUMULUS_LAYER){ shadowStartPos = rayPosition + mainLightVec / abs(mainLightVec.y) * max((CloudLayer1_height + 20.0) - rayPosition.y, 0.0); - sunShadowMask += 3.0 * getCloudShape(LARGECUMULUS_LAYER, 0, shadowStartPos, CloudLayer1_height, CloudLayer1_height+CloudLayer1_tallness)*densityLarge; + sunShadowMask += 3.0 * getCloudShape(LARGECUMULUS_LAYER, 0, shadowStartPos, CloudLayer1_height, CloudLayer1_height+CloudLayer1_tallness/CloudLayer1_scale)*densityLarge; } #endif // cumulonimbus layer -> other cumulus layers @@ -1010,9 +1010,7 @@ vec4 GetVolumetricClouds( NormPlayerPos.y += 0.03 * heightRelativeToClouds; #endif - const float maxSamples = 20.0*CLOUD_SAMPLE_MULTIPLIER; - const float minSamples = 12.0*CLOUD_SAMPLE_MULTIPLIER; - int samples = int(clamp(maxSamples / exp2(abs(NormPlayerPos.y)), minSamples, maxSamples)); + int samples = int(10.0*CLOUD_SAMPLE_MULTIPLIER); // int samples = 30; ///------- setup the ray @@ -1138,7 +1136,7 @@ vec4 GetVolumetricClouds( cloudheight = 4000; minHeight = 600; maxHeight = cloudheight + minHeight; - int cumulonimbusSamples = int(1.5*samples); + int cumulonimbusSamples = 2*samples; cloudDist.xz = vec2(8.0); rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/cloudDist)/cumulonimbusSamples); diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 89d13e1..887b832 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -208,7 +208,7 @@ alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false alphaTest.gbuffers_damagedblock = false -sliders = RAINBOW_SELECT_BOX CLOUD_SAMPLE_MULTIPLIER GRASS_NOISE1_SCALE GRASS_NOISE2_SCALE AmbientLightThunder_R AmbientLightThunder_G AmbientLightThunder_B GRASS_RANDOMNESS GRASS_WAVY_STRENGTH GRASS_RANGE GRASS_QUALITY GRASS_DENSITY REPLACE_SHORT_GRASS GRASS_THICKNESS_FALLOFF SHORT_GRASS_HEIGHT BASE_GRASS_HEIGHT GRASS_BASE_THICKNESS FILM_GRAIN_STRENGTH PUDDLE_MODE FLASHLIGHT_SHADOWS_STRENGTH LPV_HANDHELD_SHADOWS_STRENGTH AURORA_R AURORA_G AURORA_B AURORA_LOCATION AURORA_MOON AURORA_BRIGHTNESS AURORA_CHANCE WATER_SIM_STRENGTH WATER_SIM_FRAMERATE WATER_SIM_SCALE WATER_SIM_DISTANCE dayStartTick nightStartTick daySpeed nightSpeed FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY RAINBOW_TIME RAINBOW RAINBOW_DISTANCE RAINBOW_BRIGHTNESS 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 Max_Filter_Depth_END Min_Shadow_Filter_Radius_END MOON_TIME_OFFSET EARTH_ROTATION_TILT CUSTOM_SHADOWS_QUALITY MOON_LATITUDE MOON_SIZE_SETTING MONTH_LENGTH LIGHTNING_SHADOWS WHITE_BALANCE STARS_BRIGHTNESS STARS_AMOUNT AmbientLightEnd_R AmbientLightEnd_G AmbientLightEnd_B CloudLayer0_distance CloudLayer1_distance CloudLayer2_distance CloudLayer3_distance BLEND_FACTOR_DURING_MOVEMENT CloudLayer0_detail CloudLayer1_detail LPV_VL_FOG_ILLUMINATION MIN_LIGHT_AMOUNT_INSIDE CUMULONIMBUS_FADE_TIME CUMULONIMBUS NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF WAVE_DETAIL DH_CHUNK_FADING CLOUD_MOVEMENT_TYPE LIGHTLEAKFIX_MODE EMISSIVE_ORES_STRENGTH RIPPLE_STRENGTH RIPPLE_INTENSITY CUSTOM_LIGHTNING_SCALE CUSTOM_LIGHTNING_R CUSTOM_LIGHTNING_G CUSTOM_LIGHTNING_B CUSTOM_LIGHTNING_TEX CUSTOM_LIGHTNING_POS_X CUSTOM_LIGHTNING_POS_Y CUSTOM_LIGHTNING_POS_Z CUMULONIMBUS_LIGHTNING_BRIGHTNESS CUMULONIMBUS_LIGHTNING_DELAY ShaderSnow ShaderSnowStrength BorderFogIntensity CAVE_DETECTION ON_FIRE_DISTORT_EFFECT_STRENGTH 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 CloudLayer3_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l3_coverage DAY0_l3_density DAY1_l3_coverage DAY1_l3_density DAY2_l3_coverage DAY2_l3_density DAY3_l3_coverage DAY3_l3_density DAY4_l3_coverage DAY4_l3_density DAY5_l3_coverage DAY5_l3_density DAY6_l3_coverage DAY6_l3_density DAY7_l3_coverage DAY7_l3_density DAY8_l3_coverage DAY8_l3_density DAY9_l3_coverage DAY9_l3_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult 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 AmbientLightRain_R AmbientLightRain_G AmbientLightRain_B AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Sharpness LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH 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 CLOUDS_QUALITY 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 SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal fstop MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING 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_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 ROUGHNESS_THRESHOLD SUN_SPECULAR_MULT reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH +sliders = PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL RAINBOW_SELECT_BOX CLOUD_SAMPLE_MULTIPLIER GRASS_NOISE1_SCALE GRASS_NOISE2_SCALE AmbientLightThunder_R AmbientLightThunder_G AmbientLightThunder_B GRASS_RANDOMNESS GRASS_WAVY_STRENGTH GRASS_RANGE GRASS_QUALITY GRASS_DENSITY REPLACE_SHORT_GRASS GRASS_THICKNESS_FALLOFF SHORT_GRASS_HEIGHT BASE_GRASS_HEIGHT GRASS_BASE_THICKNESS FILM_GRAIN_STRENGTH PUDDLE_MODE FLASHLIGHT_SHADOWS_STRENGTH LPV_HANDHELD_SHADOWS_STRENGTH AURORA_R AURORA_G AURORA_B AURORA_LOCATION AURORA_MOON AURORA_BRIGHTNESS AURORA_CHANCE WATER_SIM_STRENGTH WATER_SIM_FRAMERATE WATER_SIM_SCALE WATER_SIM_DISTANCE dayStartTick nightStartTick daySpeed nightSpeed FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY RAINBOW_TIME RAINBOW RAINBOW_DISTANCE RAINBOW_BRIGHTNESS 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 Max_Filter_Depth_END Min_Shadow_Filter_Radius_END MOON_TIME_OFFSET EARTH_ROTATION_TILT CUSTOM_SHADOWS_QUALITY MOON_LATITUDE MOON_SIZE_SETTING MONTH_LENGTH LIGHTNING_SHADOWS WHITE_BALANCE STARS_BRIGHTNESS STARS_AMOUNT AmbientLightEnd_R AmbientLightEnd_G AmbientLightEnd_B CloudLayer0_distance CloudLayer1_distance CloudLayer2_distance CloudLayer3_distance BLEND_FACTOR_DURING_MOVEMENT CloudLayer0_detail CloudLayer1_detail LPV_VL_FOG_ILLUMINATION MIN_LIGHT_AMOUNT_INSIDE CUMULONIMBUS_FADE_TIME CUMULONIMBUS NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF WAVE_DETAIL DH_CHUNK_FADING CLOUD_MOVEMENT_TYPE LIGHTLEAKFIX_MODE EMISSIVE_ORES_STRENGTH RIPPLE_STRENGTH RIPPLE_INTENSITY CUSTOM_LIGHTNING_SCALE CUSTOM_LIGHTNING_R CUSTOM_LIGHTNING_G CUSTOM_LIGHTNING_B CUSTOM_LIGHTNING_TEX CUSTOM_LIGHTNING_POS_X CUSTOM_LIGHTNING_POS_Y CUSTOM_LIGHTNING_POS_Z CUMULONIMBUS_LIGHTNING_BRIGHTNESS CUMULONIMBUS_LIGHTNING_DELAY ShaderSnow ShaderSnowStrength BorderFogIntensity CAVE_DETECTION ON_FIRE_DISTORT_EFFECT_STRENGTH 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 CloudLayer3_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l3_coverage DAY0_l3_density DAY1_l3_coverage DAY1_l3_density DAY2_l3_coverage DAY2_l3_density DAY3_l3_coverage DAY3_l3_density DAY4_l3_coverage DAY4_l3_density DAY5_l3_coverage DAY5_l3_density DAY6_l3_coverage DAY6_l3_density DAY7_l3_coverage DAY7_l3_density DAY8_l3_coverage DAY8_l3_density DAY9_l3_coverage DAY9_l3_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult 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 AmbientLightRain_R AmbientLightRain_G AmbientLightRain_B AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Sharpness LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH 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 CLOUDS_QUALITY 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 SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal fstop MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING 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_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 ROUGHNESS_THRESHOLD SUN_SPECULAR_MULT reflection_quality 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 = \ @@ -526,7 +526,7 @@ SHADER_VERSION_LABEL \ screen.Misc_Settings = [EXPERIMENTAL_STUFF] [DEBUG_STUFF] [LEGACY_STUFF] TRANSLUCENT_ENTITIES [selection_box_outline] [scene_controller] AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED screen.EXPERIMENTAL_STUFF.columns = 2 - screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES + screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES BIOME_TINT_WATER HYPER_DETAILED_WAVES LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT Vanilla_like_water INCLUDE_UNLISTED_ENTITIES PIXELATED PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL screen.DEBUG_STUFF.columns = 2 screen.DEBUG_STUFF = [the_end_orb] DEBUG_VIEW display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX ISOLATE_RESOURCEPACK_SKY CAVE_DETECTION @@ -979,7 +979,7 @@ uniform.int.dhVoxyRenderDistance = dhRenderDistance #endif uniform.float.combined_near = near -uniform.float.combined_far = 48000 +uniform.float.combined_far = dhFarPlane uniform.vec4.combined_projection_matrix_0 = vec4(gbufferProjection.0.0, 0.0, 0.0, 0.0) uniform.vec4.combined_projection_matrix_1 = vec4(0.0, gbufferProjection.1.1, 0.0, 0.0) uniform.vec4.combined_projection_matrix_2 = vec4(gbufferProjection.2.0, gbufferProjection.2.1, -((near + combined_far) / (combined_far - near)), 0.0)