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https://github.com/Merlin1809/Eclipse-Shader.git
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Merge Xonk'send/nether fog chanes
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@@ -283,11 +283,7 @@ void main() {
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// if(gl_Color.a < 1.0) NameTags = 1;
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// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
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#ifdef INCLUDE_UNLISTED_ENTITIES
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if(entityId == 65535) {
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bool unlistedEntity = true;
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} else {
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bool unlistedEntity = false;
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}
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bool unlistedEntity = true;
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#else
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bool unlistedEntity = false;
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#endif
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@@ -774,7 +774,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#ifdef END_ISLAND_LIGHT
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vec3 WsunVec = normalize(vec3(END_LIGHT_POS)-(feetPlayerPos+cameraPosition));
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vec3 DirectLightColor = 0.55*vec3(AmbientLightEnd_R,AmbientLightEnd_G*0.6,AmbientLightEnd_B*0.8);
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vec3 DirectLightColor = vec3(VORTEX_LIGHT_COL_R,VORTEX_LIGHT_COL_G,VORTEX_LIGHT_COL_B);
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float NdotL = clamp((-15 + dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse)))*255.0) / 240.0 ,0.0,1.0);
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float Shadows = 1.0;
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@@ -1043,7 +1043,7 @@ void main() {
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#endif
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#if defined END_SHADER && defined END_ISLAND_LIGHT
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DirectLightColor = 0.55*vec3(AmbientLightEnd_R,AmbientLightEnd_G*0.6,AmbientLightEnd_B*0.8);
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DirectLightColor = vec3(VORTEX_LIGHT_COL_R,VORTEX_LIGHT_COL_G,VORTEX_LIGHT_COL_B);
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shadowColor = DirectLightColor;
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#endif
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+13
-1
@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
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prefix.SHADER_VERSION_LABEL = V
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value.SHADER_VERSION_LABEL.482 = 1.0.4
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value.SHADER_VERSION_LABEL.482 = 1.0.5
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# if you're here to translate, this is not a joke, these do what they say
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profile.POTATO=§4Potato
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@@ -288,7 +288,19 @@ screen.Fog = Fog Settings
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screen.END_AND_NETHER_FOG = Nether/End Fog
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option.END_STORM_DENSTIY = End Storm Density
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option.END_LIGHTNING = End Lightning in Fog
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option.END_HAZE_DENSTIY = End Haze Density
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option.NETHER_PLUME_DENSITY = Nether Smoke Density
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option.NETHER_CEILING_SMOKE_DENSITY = Nether Ceiling Smoke Density
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option.NETHER_HAZE_DENSITY = Nether Haze Density
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screen.FOG_LIGHTING_COLORS = Fog Colors
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option.VORTEX_LIGHT_COL_R = Main End Island Fog/Light Red
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option.VORTEX_LIGHT_COL_G = Main End Island Fog/Light Green
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option.VORTEX_LIGHT_COL_B = Main End Island Fog/Light Blue
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option.END_LIGHTNING_COL_R = End Lightning Red
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option.END_LIGHTNING_COL_G = End Lightning Green
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option.END_LIGHTNING_COL_B = End Lightning Blue
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screen.Clouds = Cloud Settings
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option.VOLUMETRIC_CLOUDS = Volumetric Clouds
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@@ -185,8 +185,8 @@ vec3 LightSourceColors(float vortexBounds, float lightningflash){
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// vec3 lightningColor = vec3(ORB_R,ORB_G,ORB_B);
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//vec3 vortexColor = vec3(0.3,0.2,1.0);
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vec3 vortexColor = vec3(AmbientLightEnd_R,0.8*AmbientLightEnd_G,0.83*AmbientLightEnd_B);
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vec3 lightningColor = vec3(0.75,0.5,1.0) * lightningflash;
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vec3 vortexColor = vec3(VORTEX_LIGHT_COL_R,VORTEX_LIGHT_COL_G,VORTEX_LIGHT_COL_B);
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vec3 lightningColor = vec3(END_LIGHTNING_COL_R,END_LIGHTNING_COL_G,END_LIGHTNING_COL_B) * lightningflash;
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#ifdef THE_ORB
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return vec3(ORB_R, ORB_G, ORB_B) * ORB_ColMult;
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@@ -282,7 +282,12 @@ vec4 GetVolumetricFog(
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//------ END STORM EFFECT
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// determine where the vortex area ends and chaotic lightning area begins.
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float vortexBounds = clamp(vortexBoundRange - length(progressW), 0.0,1.0);
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#ifdef END_LIGHTNING
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float vortexBounds = clamp(vortexBoundRange - length(progressW), 0.0,1.0);
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#else
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float vortexBounds = 1.0;
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#endif
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vec3 lightPosition = LightSourcePosition(progressW, cameraPosition, vortexBounds);
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vec3 lightColors = LightSourceColors(vortexBounds, lightningflash) * 0.25;
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@@ -307,8 +312,8 @@ vec4 GetVolumetricFog(
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//------ HAZE EFFECT
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// dont make haze contrube to absorbance.
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float hazeDensity = 0.001;
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vec3 hazeLighting = vec3(0.37,0.32,0.75) * skyPhase;
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float hazeDensity = 0.001 * END_HAZE_DENSTIY;
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vec3 hazeLighting = vec3(0.37,0.32,0.75) * skyPhase * 0.5;
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color += (hazeLighting - hazeLighting*exp(-hazeDensity*dd*dL)) * absorbance;
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@@ -69,18 +69,29 @@ vec4 GetVolumetricFog(
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#endif
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for (int i = 0; i < SAMPLECOUNT; i++) {
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float d = (pow(expFactor, float(i+dither2)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float d = (pow(expFactor, float(i+dither2)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1.0-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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progressW = gbufferModelViewInverse[3].xyz + d*dVWorld;
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vec3 dist3 = progressW;
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float dist = length(dist3);
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progressW += cameraPosition;
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float densityVol = cloudVol(progressW);
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float clearArea = 1.0 - min(max(1.0 - dist / 24.0,0.0),1.0);
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//------ PLUME EFFECT
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float plumeDensity = min(densityVol * pow(min(max(100.0-progressW.y,0.0)/30.0,1.0),4.0), pow(clamp(1.0 - length(progressW-cameraPosition)/far,0.0,1.0),5.0) * NETHER_PLUME_DENSITY);
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float plumeDensity = min(densityVol * pow(min(max(100.0-progressW.y,0.0)/30.0,1.0),4.0), pow(clamp(1.0 - dist/far,0.0,1.0),5.0));
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// #ifndef ReflectedFog
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plumeDensity *= NETHER_PLUME_DENSITY;
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// #endif
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float plumeVolumeCoeff = exp(-plumeDensity*dd*dL);
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vec3 lighting = vec3(1.0,0.4,0.2)*0.25 * exp(-15.0*densityVol);
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vec3 lighting = vec3(1.0,0.4,0.2)*0.25 * exp(-15.0*densityVol) * (clearArea*clearArea*0.9+0.1);
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color += (lighting - lighting * plumeVolumeCoeff) * absorbance;
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absorbance *= plumeVolumeCoeff;
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@@ -88,6 +99,11 @@ vec4 GetVolumetricFog(
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//------ HAZE EFFECT
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// dont make haze contrube to absorbance.
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float hazeDensity = 0.001;
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#ifndef ReflectedFog
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hazeDensity *= NETHER_HAZE_DENSITY;
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#endif
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float hazeVolumeCoeff = exp(-hazeDensity*dd*dL);
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vec3 hazeLighting = hazeColor;
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@@ -96,6 +112,11 @@ vec4 GetVolumetricFog(
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//------ CEILING SMOKE EFFECT
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float ceilingSmokeDensity = 0.001 * pow(min(max(progressW.y-40.0,0.0)/50.0,1.0),3.0);
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// #ifndef ReflectedFog
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ceilingSmokeDensity *= NETHER_CEILING_SMOKE_DENSITY;
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// #endif
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float ceilingSmokeVolumeCoeff = exp(-ceilingSmokeDensity*dd*dL);
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vec3 ceilingSmoke = vec3(0.1);
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@@ -104,7 +125,7 @@ vec4 GetVolumetricFog(
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absorbance *= ceilingSmokeVolumeCoeff;
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#if defined FLASHLIGHT && defined FLASHLIGHT_FOG_ILLUMINATION
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vec3 shiftedViewPos = mat3(gbufferModelView)*(progressW-cameraPosition) + vec3(-0.25, 0.2, 0.0);
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vec3 shiftedViewPos = mat3(gbufferModelView)*(dist3) + vec3(-0.25, 0.2, 0.0);
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vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos;
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vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7);
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float linearDistance = length(shiftedPlayerPos);
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@@ -121,7 +142,7 @@ vec4 GetVolumetricFog(
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//------ LPV FOG EFFECT
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#if LPV_VL_FOG_ILLUMINATION > 0 && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * TorchBrightness_autoAdjust * absorbance;
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color += LPV_FOG_ILLUMINATION(dist3, dd, dL) * TorchBrightness_autoAdjust * absorbance;
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#endif
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}
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@@ -702,6 +702,9 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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// #define INCLUDE_UNLISTED_ENTITIES
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#ifdef INCLUDE_UNLISTED_ENTITIES
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#endif
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// #define MOTION_BLUR
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#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]
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@@ -774,14 +777,27 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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// ----- NETHER RELATED SETTINGS ----- //
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/////////////////////////////////////////
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#define NETHER_PLUME_DENSITY 1.0 //[0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define NETHER_PLUME_DENSITY 1.0 // [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 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 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.0]
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#define NETHER_CEILING_SMOKE_DENSITY 1.0 // [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 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 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.0]
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#define NETHER_HAZE_DENSITY 1.0 // [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 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 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.0]
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//////////////////////////////////////
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// ----- END RELATED SETTINGS ----- //
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//////////////////////////////////////
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#define END_STORM_DENSTIY 1.0 // [0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define END_LIGHTNING
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#define END_STORM_DENSTIY 1.0 // [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 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 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.0]
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#define END_HAZE_DENSTIY 1.0 // [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 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 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.0]
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#define VORTEX_LIGHT_COL_R 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 1.0]
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#define VORTEX_LIGHT_COL_G 0.4 // [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]
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#define VORTEX_LIGHT_COL_B 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]
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#define END_LIGHTNING_COL_R 0.75 // [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 END_LIGHTNING_COL_G 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 1.0]
|
||||
#define END_LIGHTNING_COL_B 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]
|
||||
|
||||
// #define DEBUG_endfog
|
||||
// #define THE_ORB
|
||||
|
||||
@@ -410,7 +410,7 @@ vec3 specularReflections(
|
||||
float backgroundReflectMask = lightmap;
|
||||
|
||||
#if defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION
|
||||
#if !defined OVERWORLD_SHADER || !defined FORWARD_SPECULAR
|
||||
#if !defined OVERWORLD_SHADER
|
||||
vec3 backgroundReflection = volumetricsFromTex(reflectedVector_L, colortex4, roughness).rgb / 1200.0;
|
||||
#else
|
||||
//vec2 p = sphereToCarte(reflectedVector_L);
|
||||
|
||||
@@ -185,7 +185,7 @@ alphaTest.gbuffers_water = false
|
||||
alphaTest.gbuffers_skybasic = false
|
||||
alphaTest.gbuffers_skytextured = false
|
||||
|
||||
sliders = 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 WiLine truncated
|
||||
sliders = 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 Line truncated
|
||||
|
||||
screen.columns=2
|
||||
screen = \
|
||||
@@ -227,7 +227,7 @@ SHADER_VERSION_LABEL <profile> \
|
||||
screen.CUSTOM_MOON_SETTINGS = CUSTOM_SHADOWS_QUALITY <empty> [CUSTOM_MOON_ROTATION_DISCLAIMER] MONTH_LENGTH MOON_LATITUDE EARTH_ROTATION_TILT MOON_TIME_OFFSET
|
||||
|
||||
screen.EndLighting.columns=1
|
||||
screen.EndLighting = END_ISLAND_LIGHT Max_Filter_Depth_END Min_Shadow_Filter_Radius_END CUSTOM_SHADOWS_QUALITY
|
||||
screen.EndLighting = END_ISLAND_LIGHT VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B <empty> Max_Filter_Depth_END Min_Shadow_Filter_Radius_END CUSTOM_SHADOWS_QUALITY
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
@@ -386,8 +386,10 @@ SHADER_VERSION_LABEL <profile> \
|
||||
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_STORM_DENSTIY NETHER_PLUME_DENSITY
|
||||
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
|
||||
|
||||
Reference in new issue
Block a user