diff --git a/README.md b/README.md index d8226c3..e35199b 100644 --- a/README.md +++ b/README.md @@ -6,6 +6,8 @@ It started out with smaller features, but then the additions just kept piling up Notable changes/additions compared to Bliss unstable: + Custom moon orbit with possible eclipses + Water wave simulation for the player + + Aurora & Rainbow + + Handheld shadows + Additional cirrus & cumulonimbus cloud layers (WIP) + Distant Horizons chunk fading + Moon Texture with phases @@ -14,8 +16,7 @@ Notable changes/additions compared to Bliss unstable: + Better shader-side (hardcoded) emissives + Lightsource with shadows on the main end island + Rain & thunder cloud coverage and daily weather - + Much better lightning strikes with clouds lighting up and shadows - + Aurora & Rainbow + + Better lightning strikes with clouds lighting up and shadows + Caelum (Arda Craft) support + Emissive Ores diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 5f92d1a..514f612 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -693,9 +693,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float NORMAL_SCALE = 0.01; #endif - vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE + 0.5; - if(length(waveUV) < 1.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) { - vec4 waves = texture2D(waveSim2Sampler, waveUV); + vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE; + if(length(waveUV) < 0.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) { + vec4 waves = texture2D(waveSim2Sampler, waveUV+0.5); #endif vec3 waveNormals = normalize(vec3(waves.z, waves.w, 1.0)); bump = mix(bump, waveNormals, clamp(WATER_SIM_STRENGTH*sqrt(sqrt(abs(waves.x))), 0.0, 1.0)); diff --git a/shaders/dimensions/prepare1.csh b/shaders/dimensions/prepare1.csh index d593370..759e643 100644 --- a/shaders/dimensions/prepare1.csh +++ b/shaders/dimensions/prepare1.csh @@ -148,7 +148,7 @@ void main() { float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0; - pressure += smoothstep(size, 0.8*size, dist) * upOrDown; + pressure += smoothstep(size, 0.7*size, dist) * upOrDown; } if(abs(pressure) > 0.0) noSimOngoingCheck = false; diff --git a/shaders/dimensions/prepare2.csh b/shaders/dimensions/prepare2.csh index 9ed4d84..298da62 100644 --- a/shaders/dimensions/prepare2.csh +++ b/shaders/dimensions/prepare2.csh @@ -135,7 +135,7 @@ void main() { float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0; - pressure += smoothstep(size, 0.8*size, dist) * upOrDown; + pressure += smoothstep(size, 0.7*size, dist) * upOrDown; } imageStore(waveSim2, imgCoord, vec4(pressure, pVel, (p_right - p_left) / 2.0, (p_up - p_down) / 2.0)); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 1d6319e..596656b 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 3.0.2 + value.SHADER_VERSION_LABEL.482 = 3.0.3 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato