From 53061a5c9142d67d0f88305269800166fa359589 Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Tue, 8 Jul 2025 15:04:49 +0200 Subject: [PATCH] Add cloud movement type option, fix fog upsample fix fire snow overlay and replace DH chunk fade bayer dither with R2 dither --- shaders/dimensions/DH_solid.fsh | 4 ++-- shaders/dimensions/DH_translucent.fsh | 3 +-- shaders/dimensions/all_particles.fsh | 21 ++++++++++++++++++--- shaders/dimensions/all_solid.fsh | 3 +-- shaders/dimensions/all_solid.vsh | 6 +++++- shaders/dimensions/all_translucent.fsh | 3 +-- shaders/dimensions/composite1.fsh | 8 ++++---- shaders/dimensions/composite3.fsh | 6 +++--- shaders/lang/en_us.lang | 3 +++ shaders/lib/settings.glsl | 1 + shaders/lib/volumetricClouds.glsl | 7 ++++++- shaders/shaders.properties | 4 ++-- 12 files changed, 47 insertions(+), 22 deletions(-) diff --git a/shaders/dimensions/DH_solid.fsh b/shaders/dimensions/DH_solid.fsh index 441d3cb..0a9f107 100644 --- a/shaders/dimensions/DH_solid.fsh +++ b/shaders/dimensions/DH_solid.fsh @@ -1,5 +1,4 @@ #include "/lib/settings.glsl" -#include "/lib/bayer_matrix.glsl" varying vec4 pos; @@ -81,6 +80,7 @@ float interleaved_gradientNoise(){ } float R2_dither(){ vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0; + vec2 alpha = vec2(0.75487765, 0.56984026); return fract(alpha.x * coord.x + alpha.y * coord.y ) ; } @@ -229,6 +229,6 @@ void main() { float viewDist = length(localPos.xyz); float ditherFade = smoothstep(max(far-7,7), far-1, viewDist); - if (step(bayerDither()/ditherFade, ditherFade) == 0.0) discard; + if (step(R2_dither()/ditherFade, ditherFade) == 0.0) discard; #endif } \ No newline at end of file diff --git a/shaders/dimensions/DH_translucent.fsh b/shaders/dimensions/DH_translucent.fsh index 5614668..21a24d5 100644 --- a/shaders/dimensions/DH_translucent.fsh +++ b/shaders/dimensions/DH_translucent.fsh @@ -3,7 +3,6 @@ #include "/lib/res_params.glsl" #include "/lib/color_transforms.glsl" #include "/lib/projections.glsl" -#include "/lib/bayer_matrix.glsl" #ifdef OVERWORLD_SHADER #define WATER_SUN_SPECULAR @@ -458,7 +457,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float viewDist = length(playerPos); float ditherFade = smoothstep(max(far-9,9), far-1, viewDist); - if (step(bayerDither()/ditherFade, ditherFade) == 0.0) discard; + if (step(R2_dither()/ditherFade, ditherFade) == 0.0) discard; } #endif } diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index a143f0a..43be57c 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -1,5 +1,4 @@ #include "/lib/settings.glsl" -#include "/lib/bayer_matrix.glsl" // #if defined END_SHADER || defined NETHER_SHADER // #undef IS_LPV_ENABLED @@ -85,11 +84,13 @@ uniform vec3 previousCameraPosition; #include "/lib/volumetricClouds.glsl" #endif +#if defined IS_LPV_ENABLED || (defined DISTANT_HORIZONS && defined DH_CHUNK_FADING) + uniform int frameCounter; +#endif #ifdef IS_LPV_ENABLED uniform int heldItemId; uniform int heldItemId2; - uniform int frameCounter; #include "/lib/hsv.glsl" #include "/lib/lpv_common.glsl" @@ -262,6 +263,20 @@ float luma(vec3 color) { } uniform vec3 eyePosition; +#if defined DISTANT_HORIZONS && defined DH_CHUNK_FADING + float R2_dither(){ + vec2 coord = gl_FragCoord.xy ; + + #ifdef TAA + coord += + (frameCounter%40000) * 2.0; + #endif + + vec2 alpha = vec2(0.75487765, 0.56984026); + return fract(alpha.x * coord.x + alpha.y * coord.y ) ; + } +#endif + + //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// @@ -506,7 +521,7 @@ void main() { #if defined DISTANT_HORIZONS && defined DH_CHUNK_FADING float ditherFade = smoothstep(0.98*far, 1.0*far, viewDist); - if (step(ditherFade, bayerDither()) == 0.0) discard; + if (step(ditherFade, R2_dither()) == 0.0) discard; #endif #endif diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 70643cf..c9ac380 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -4,7 +4,6 @@ #include "/lib/blocks.glsl" #include "/lib/entities.glsl" #include "/lib/items.glsl" -#include "/lib/bayer_matrix.glsl" #include "/lib/hsv.glsl" flat varying int NameTags; @@ -461,7 +460,7 @@ void main() { float viewDist = length(playerpos); float ditherFade = smoothstep(0.98 * far, 1.03 * far, viewDist); - if(step(ditherFade, bayerDither()) == 0.0) discard; + if(step(ditherFade, R2_dither()) == 0.0) discard; #endif #if defined HAND diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index 9d3f4d7..ea14f67 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -315,7 +315,11 @@ void main() { if(mc_Entity.x == 103) EMISSIVE = 1.0; // amethyst cluster - if(mc_Entity.x == 244) EMISSIVE = 0.7; // soul fire + if(mc_Entity.x == 244) EMISSIVE = 1.5; // soul fire + + #if defined Puddles || ShaderSnow > 0 + if (mc_Entity.x == 244 || mc_Entity.x == 189) lmtexcoord.w = 0.0; + #endif #ifdef EMISSIVE_ORES if(mc_Entity.x == 502) EMISSIVE = EMISSIVE_ORES_STRENGTH; diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 9abb437..ecaf8ad 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -1,5 +1,4 @@ #include "/lib/settings.glsl" -#include "/lib/bayer_matrix.glsl" #undef FLASHLIGHT_BOUNCED_INDIRECT @@ -478,7 +477,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) #if defined DISTANT_HORIZONS && defined DH_CHUNK_FADING float ditherFade = smoothstep(0.98 * far, 1.03 * far, viewDist); - if (step(ditherFade, bayerDither()) == 0.0) discard; + if (step(ditherFade, R2_dither()) == 0.0) discard; #endif #if defined LIGHTNING diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 4378795..3638858 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -800,7 +800,7 @@ uniform float wetness; float viewDist = length(worldPos - cameraPosition); vec3 rippleNormal = flatNormals; - if(viewDist < 35 && rainStrength > 0.0 && biome_precipitation == 1) { + if(viewDist < 35 && rainStrength > 0.0 && biome_precipitation == 1 && snowAmount < 0.01) { vec3 ripple = ripples(1.2 * worldPos.xz); ripple = ripple.xzy; @@ -828,18 +828,18 @@ uniform float wetness; vec3 snowA = pow(texture2D(snowTexA, snowCoords).rgb, vec3(2.0/(ShaderSnowStrength-0.1))); vec3 snowN = 2*texture2D(snowTexN, snowCoords).rgb - 1; - snowN = vec3(snowN.x, snowN.z, snowN.y); + snowN = snowN.xzy; float omSA = 1-snowAmount; float textureMult = smoothstep(0.1+0.5*omSA, 0.5+0.9*omSA, length(snowA)*snow*snowAmount); normals = mix(normals, normalize(snowN), textureMult); - roughness = mix(roughness, 0.8*snowR, sqrt(textureMult)); + roughness = mix(roughness, snowR, sqrt(textureMult)); albedo = mix(albedo, 2.5*snowA, textureMult); // let it melt - roughness = mix(roughness, 0.5*snowR, smoothstep(0.15, 0.7, snowAmount)*smoothstep(1.0, 0.8, snowAmount)*effectStrength); + roughness = mix(roughness, 0.75*snowR, smoothstep(0.15, 0.7, snowAmount)*smoothstep(1.0, 0.8, snowAmount)*effectStrength); } #endif } diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index eb47c79..a5c0dde 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -360,7 +360,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler vec4 colorSum = vec4(0.0); float edgeSum = 0.0; - float threshold = 1.0; + float threshold = 0.0000005; vec2 coord = gl_FragCoord.xy - 1.5; @@ -371,10 +371,10 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1); ivec2 OFFSET[5] = ivec2[]( - ivec2(-1,-1), + ivec2(-2,-2), ivec2( 1, 1), ivec2(-1, 1), - ivec2( 1,-1), + ivec2( 2,-2), ivec2( 0, 0) ); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index fd772f5..1d412c3 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -236,6 +236,9 @@ screen.Clouds = Cloud Settings option.CLOUDS_QUALITY = Cloud Resolution Scaling option.CLOUDS_SHADOWS = Cloud Shadows option.CLOUD_SHADOW_STRENGTH = Cloud Shadow Strength + option.CLOUD_MOVEMENT_TYPE = Cloud Movement + value.CLOUD_MOVEMENT_TYPE.0 = World Time based + value.CLOUD_MOVEMENT_TYPE.1 = Real Time based option.Cloud_Speed = Cloud Speed Multiplier option.Rain_coverage = Extra Rain Coverage option.Thunder_coverage = Extra Thunder Coverage diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 4add68e..1f9c05a 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -359,6 +359,7 @@ uniform int moonPhase; #define VOLUMETRIC_CLOUDS #define CLOUDS_QUALITY 0.5 // [0.1 0.125 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 0.9 1.0] +#define CLOUD_MOVEMENT_TYPE 0 // [0 1] #define Cloud_Speed 2.0 // [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 6.0 7.0 8.0 9.0 10.0] #ifdef VOLUMETRIC_CLOUDS diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 7292f52..bb8d6c9 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -8,7 +8,12 @@ uniform float thunderStrength; uniform int entityId; uniform int worldDay; uniform int worldTime; -float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed; + +#if CLOUD_MOVEMENT_TYPE == 0 + float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed; +#else + float cloud_movement = frameTimeCounter * Cloud_Speed; +#endif float lightningFlashTimer = floor(frameTimeCounter * 11.0); float randomSeed = fract(sin(dot(vec2(lightningFlashTimer), vec2(12.9898,78.233))) * 43758.5453); diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 685a070..ab16ab9 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -174,7 +174,7 @@ alphaTest.gbuffers_water = false alphaTest.gbuffers_skybasic = false alphaTest.gbuffers_skytextured = false -sliders = LIGHTLEAKFIX_MODE RAIN_AMBIENT_LIGHT_MODIFIER 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 AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Strength 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 SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius 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_Strength 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 = CLOUD_MOVEMENT_TYPE LIGHTLEAKFIX_MODE RAIN_AMBIENT_LIGHT_MODIFIER 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 AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Strength 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 SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius 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_Strength 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 = \ @@ -301,7 +301,7 @@ SHADER_VERSION_LABEL \ VL_RENDER_RESOLUTION CLOUD_SHADOW_STRENGTH \ [DAILY_WEATHER] \ Rain_coverage Thunder_coverage \ - Cloud_Speed \ + CLOUD_MOVEMENT_TYPE Cloud_Speed \ [CumulusClouds] [HighAltitudeClouds] screen.CumulusClouds.columns = 2