Fix cloud fog intersection, fix sky brightness not affecting clouds correctly, add option to control voxy AO and SSS

This commit is contained in:
Merlin1809 committed 2025-11-09 17:43:39 +01:00
1 parent 249b1bc3a3
commit 9c3de7f554
20 files changed
+189 -187

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+1 -1
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@@ -242,7 +242,7 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis
const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
varying vec2 vtexcoord;
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
+3 -3
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@@ -53,9 +53,9 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
#ifdef DAMAGE_BLOCK_EFFECT
#if defined DAMAGE_BLOCK_EFFECT && defined POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
varying vec2 vtexcoord;
attribute vec4 mc_midTexCoord;
varying vec4 tangent;
@@ -75,7 +75,7 @@ void main() {
vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
lmtexcoord.zw = lmcoord;
#ifdef DAMAGE_BLOCK_EFFECT
#if defined DAMAGE_BLOCK_EFFECT && defined POM
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texcoordminusmid = lmtexcoord.xy-midcoord;
vtexcoordam.pq = abs(texcoordminusmid)*2;
+18 -19
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@@ -34,13 +34,16 @@ const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
uniform int framemod8;
// #ifdef POM
in vec4 texcoordam; // .st for add, .pq for mul
in vec4 texcoord;
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
in vec4 texcoordam; // .st for add, .pq for mul
in vec2 texcoord;
vec2 dcdx = dFdx(texcoord.st*texcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(texcoord.st*texcoordam.pq)*exp2(Texture_MipMap_Bias);
// #endif
vec2 dcdx = dFdx(texcoord.st*texcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(texcoord.st*texcoordam.pq)*exp2(Texture_MipMap_Bias);
#else
const vec2 dcdx = vec2(0.0);
const vec2 dcdy = vec2(0.0);
#endif
#include "/lib/res_params.glsl"
in vec4 lmtexcoord;
@@ -54,7 +57,6 @@ in vec4 normalMat;
#ifdef MC_NORMAL_MAP
uniform sampler2D normals;
in vec4 tangent;
in vec3 FlatNormals;
#endif
#if !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD
@@ -199,7 +201,7 @@ vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
#ifdef POM
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
vec4 readNormal(in vec2 coord)
{
return texture2DGradARB(normals,fract(coord)*texcoordam.pq+texcoordam.st,dcdx,dcdy);
@@ -239,10 +241,10 @@ float ld(float dist) {
}
vec4 readNoise(in vec2 coord){
// return texture2D(noisetex,coord*texcoordam.pq+texcoord.st);
return texture2DGradARB(noisetex,coord*texcoordam.pq + texcoordam.st,dcdx,dcdy);
}
// vec4 readNoise(in vec2 coord){
// // return texture2D(noisetex,coord*texcoordam.pq+texcoord);
// return texture2DGradARB(noisetex,coord*texcoordam.pq + texcoordam.st,dcdx,dcdy);
// }
// float EndPortalEffect(
// inout vec4 ALBEDO,
// vec3 FragPos,
@@ -294,8 +296,6 @@ vec4 texture2D_POMSwitch(
}
}
uniform vec3 eyePosition;
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
@@ -321,7 +321,6 @@ float getEmission(vec3 Albedo) {
#endif
void main() {
vec3 FragCoord = gl_FragCoord.xyz;
#ifdef HAND
@@ -466,7 +465,7 @@ void main() {
#if REPLACE_SHORT_GRASS < 2 && !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD
// darken the top of grass blocks a bit
if(blockID == 85 && viewToWorld(FlatNormals).y > abs(0.9) && !ShaderGrass) Albedo *= smoothstep(-30.0, 25.0, length(playerpos));
if(blockID == 85 && viewToWorld(normalMat.xyz).y > abs(0.9) && !ShaderGrass) Albedo *= smoothstep(-30.0, 25.0, length(playerpos));
#endif
#if defined DISTANT_HORIZONS && DH_CHUNK_FADING > 0
@@ -658,7 +657,7 @@ void main() {
#if SSS_TYPE == 1 || SSS_TYPE == 2
float SSSAMOUNT = 0.0;
if (ShaderGrass) SSSAMOUNT = 1.0;
if (ShaderGrass) SSSAMOUNT = 0.65;
/////// ----- SSS ON BLOCKS ----- ///////
// strong
@@ -822,10 +821,10 @@ void main() {
normal = viewToWorld(normal);
vec3 flatNormals = viewToWorld(FlatNormals);
vec3 flatNormals = viewToWorld(normalMat.xyz);
#if !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD
if (ShaderGrass) {flatNormals = FlatNormals; normal = GrassNormals;}
if (ShaderGrass) {flatNormals = normalMat.xyz; normal = GrassNormals;}
#endif
vec4 data1 = clamp( encode(normal, PackLightmaps), 0.0, 1.0);
+20 -19
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@@ -14,12 +14,16 @@ in float vVanillaAO[];
in vec4 vlmtexcoord[];
in vec4 vnormalMat[];
in vec4 vtexcoordam[]; // .st for add, .pq for mul
in vec4 vtexcoord[];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
in vec4 vtexcoordam[]; // .st for add, .pq for mul
in vec2 vtexcoord[];
out vec4 texcoordam; // .st for add, .pq for mul
out vec2 texcoord;
#endif
#ifdef MC_NORMAL_MAP
in vec4 vtangent[];
in vec3 vFlatNormals[];
#endif
flat in float vblockID[];
@@ -36,12 +40,8 @@ out float VanillaAO;
out vec4 lmtexcoord;
out vec4 normalMat;
out vec4 texcoordam; // .st for add, .pq for mul
out vec4 texcoord;
#ifdef MC_NORMAL_MAP
out vec4 tangent;
out vec3 FlatNormals;
#endif
flat out float blockID;
@@ -162,12 +162,14 @@ void main() {
VanillaAO = vVanillaAO[i];
lmtexcoord = vlmtexcoord[i];
normalMat = vnormalMat[i];
texcoordam = vtexcoordam[i];
texcoord = vtexcoord[i];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
texcoordam = vtexcoordam[i];
texcoord = vtexcoord[i];
#endif
#ifdef MC_NORMAL_MAP
tangent = vtangent[i];
FlatNormals = vFlatNormals[i];
#endif
blockID = vblockID[i];
@@ -193,7 +195,7 @@ void main() {
#endif
#ifdef MC_NORMAL_MAP
vec3 normals = viewToWorld(vFlatNormals[1]);
vec3 normals = viewToWorld(vnormalMat[1].xyz);
#else
const vec3 normals = vec3(0.0, 1.0, 0.0);
#endif
@@ -363,24 +365,23 @@ void main() {
float heightfade = smoothstep(-0.35, 1.0, grassHeights[3*j+i]);
// vec3 podzolColor = mix(vec3(0.15, 0.26, 0.01), vec3(168, 158, 91)/255., heightfade);
color = vcolor[i]*heightfade;
// if (vcolor[i].rgb == vec3(1.0)) color.rgb = podzolColor;
if (vcolor[i].rgb == vec3(1.0)) color.rgb = vec3(0.22,0.32,0.11)*heightfade;
VanillaAO = vVanillaAO[i];
lmtexcoord = vlmtexcoord[i];
normalMat.xyz = vnormalMat[i].xyz;
normalMat.a = 0.4;
texcoordam = vtexcoordam[i];
texcoord = vtexcoord[i];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
texcoordam = vtexcoordam[i];
texcoord = vtexcoord[i];
#endif
#ifdef MC_NORMAL_MAP
tangent = vtangent[i];
// FlatNormals = vFlatNormals[i];
FlatNormals = GrassNormal[j];
normalMat.xyz = GrassNormal[j];
heightfade = smoothstep(0.1, grassHeights[triangle_count], grassHeights[3*j+i]);
GrassNormals = normalize(mix(GrassNormal[0], GrassNormal[triangle_count-1], vec3(heightfade)));
+13 -11
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@@ -8,12 +8,16 @@ in float vVanillaAO[];
in vec4 vlmtexcoord[];
in vec4 vnormalMat[];
in vec4 vtexcoordam[]; // .st for add, .pq for mul
in vec4 vtexcoord[];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
in vec4 vtexcoordam[]; // .st for add, .pq for mul
in vec2 vtexcoord[];
out vec4 texcoordam[]; // .st for add, .pq for mul
out vec2 texcoord[];
#endif
#ifdef MC_NORMAL_MAP
in vec4 vtangent[];
in vec3 vFlatNormals[];
#endif
flat in float vblockID[];
@@ -32,12 +36,8 @@ out float VanillaAO[];
out vec4 lmtexcoord[];
out vec4 normalMat[];
out vec4 texcoordam[]; // .st for add, .pq for mul
out vec4 texcoord[];
#ifdef MC_NORMAL_MAP
out vec4 tangent[];
out vec3 FlatNormals[];
#endif
flat out float blockID[];
@@ -61,12 +61,14 @@ void main() {
VanillaAO[gl_InvocationID] = vVanillaAO[gl_InvocationID];
lmtexcoord[gl_InvocationID] = vlmtexcoord[gl_InvocationID];
normalMat[gl_InvocationID] = vnormalMat[gl_InvocationID];
texcoordam[gl_InvocationID] = vtexcoordam[gl_InvocationID];
texcoord[gl_InvocationID] = vtexcoord[gl_InvocationID];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
texcoordam[gl_InvocationID] = vtexcoordam[gl_InvocationID];
texcoord[gl_InvocationID] = vtexcoord[gl_InvocationID];
#endif
#ifdef MC_NORMAL_MAP
tangent[gl_InvocationID] = vtangent[gl_InvocationID];
FlatNormals[gl_InvocationID] = vFlatNormals[gl_InvocationID];
#endif
blockID[gl_InvocationID] = vblockID[gl_InvocationID];
@@ -79,7 +81,7 @@ void main() {
centerPosition[gl_InvocationID] = vcenterPosition[gl_InvocationID];
#ifdef MC_NORMAL_MAP
vec3 normals = viewToWorld(vFlatNormals[0]);
vec3 normals = viewToWorld(vnormalMat[0].xyz);
#else
const vec3 normals = vec3(0.0, 1.0, 0.0);
#endif
+15 -10
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@@ -8,12 +8,16 @@ in float VanillaAO[];
in vec4 lmtexcoord[];
in vec4 normalMat[];
in vec4 texcoordam[]; // .st for add, .pq for mul
in vec4 texcoord[];
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
in vec4 texcoordam[]; // .st for add, .pq for mul
in vec2 texcoord[];
out vec4 vtexcoordam; // .st for add, .pq for mul
out vec2 vtexcoord;
#endif
#ifdef MC_NORMAL_MAP
in vec4 tangent[];
in vec3 FlatNormals[];
#endif
flat in float blockID[];
@@ -33,12 +37,10 @@ out float vVanillaAO;
out vec4 vlmtexcoord;
out vec4 vnormalMat;
out vec4 vtexcoordam; // .st for add, .pq for mul
out vec4 vtexcoord;
#ifdef MC_NORMAL_MAP
out vec4 vtangent;
out vec3 vFlatNormals;
#endif
flat out float vblockID;
@@ -52,15 +54,18 @@ void main() {
vcolor = color[0];
vVanillaAO = calcTessellation(VanillaAO[0], VanillaAO[1], VanillaAO[2]);
vlmtexcoord = calcTessellation(lmtexcoord[0], lmtexcoord[1], lmtexcoord[2]);
vnormalMat = calcTessellation(normalMat[0], normalMat[1], normalMat[2]);
vtexcoordam = calcTessellation(texcoordam[0], texcoordam[1], texcoordam[2]);
vtexcoord = calcTessellation(texcoord[0], texcoord[1], texcoord[2]);
vnormalMat.rgb = calcTessellation(normalMat[0].rgb, normalMat[1].rgb, normalMat[2].rgb);
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
vtexcoordam = calcTessellation(texcoordam[0], texcoordam[1], texcoordam[2]);
vtexcoord = calcTessellation(texcoord[0], texcoord[1], texcoord[2]);
#endif
#ifdef MC_NORMAL_MAP
vtangent = calcTessellation(tangent[0], tangent[1], tangent[2]);
vFlatNormals = calcTessellation(FlatNormals[0], FlatNormals[1], FlatNormals[2]);
#endif
vnormalMat.a = normalMat[0].a;
vblockID = blockID[0];
#if !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined BLOCKENTITIES && defined WORLD
+11 -12
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@@ -39,15 +39,14 @@ out float vVanillaAO;
out vec4 vlmtexcoord;
out vec4 vnormalMat;
// #ifdef POM
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
out vec4 vtexcoordam; // .st for add, .pq for mul
out vec4 vtexcoord;
// #endif
out vec2 vtexcoord;
#endif
#ifdef MC_NORMAL_MAP
out vec4 vtangent;
attribute vec4 at_tangent;
out vec3 vFlatNormals;
#endif
uniform float frameTimeCounter;
@@ -239,13 +238,13 @@ void main() {
// gl_TextureMatrix[0] for animated things like charged creepers
vlmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
// #ifdef POM
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texcoordminusmid = vlmtexcoord.xy-midcoord;
vtexcoordam.pq = abs(texcoordminusmid)*2.;
vtexcoordam.st = min(vlmtexcoord.xy,midcoord-texcoordminusmid);
vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
// #endif
#if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL)
vec2 midcoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
vec2 texcoordminusmid = vlmtexcoord.xy-midcoord;
vtexcoordam.pq = abs(texcoordminusmid)*2.;
vtexcoordam.st = min(vlmtexcoord.xy,midcoord-texcoordminusmid);
vtexcoord.xy = sign(texcoordminusmid)*0.5+0.5;
#endif
vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
@@ -261,7 +260,7 @@ void main() {
vnormalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
vFlatNormals = vnormalMat.xyz;
vec3 vFlatNormals = vnormalMat.xyz;
#ifdef ENTITIES
vblockID = entityId;
+1 -1
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@@ -1210,7 +1210,7 @@ void main() {
/////////////////////////////////// FILTER STUFF //////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
#if (defined DISTANT_HORIZONS || defined VOXY) && defined DH_AMBIENT_OCCLUSION
#if (defined DISTANT_HORIZONS && defined DH_AMBIENT_OCCLUSION) || (defined VOXY && defined VOXY_AMBIENT_OCCLUSION)
doEdgeAwareBlur(colortex3, colortex14, colortex12, DH_mixedLinearZ, hand, SSAO_SSS, filteredShadow);
#else
doEdgeAwareBlur(colortex3, colortex14, depthtex0, ld(z0), hand, SSAO_SSS, filteredShadow);
-2
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@@ -174,8 +174,6 @@ uniform float nightVision;
uniform sampler2DShadow shadowtex1;
#endif
flat varying vec3 refractedSunVec;
#include "/lib/scene_controller.glsl"
-3
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@@ -22,7 +22,6 @@ flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 WsunVec;
flat varying vec3 WrealSunVec;
flat varying vec3 WmoonVec;
flat varying vec3 refractedSunVec;
uniform vec2 texelSize;
@@ -106,8 +105,6 @@ void main() {
WrealSunVec = WsunVec;
WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1));
refractedSunVec = refract(lightCol.a*WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#endif
@@ -108,8 +108,6 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
uniform sampler2DShadow shadowtex1;
#endif
flat varying vec3 refractedSunVec;
#include "/lib/scene_controller.glsl"
#include "/lib/diffuse_lighting.glsl"
@@ -13,7 +13,6 @@ flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 WsunVec;
flat varying vec3 WrealSunVec;
flat varying vec3 WmoonVec;
flat varying vec3 refractedSunVec;
// flat varying float tempOffsets;
@@ -101,7 +100,5 @@ void main() {
WrealSunVec = WsunVec;
WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1));
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
// exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
}
+2 -2
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@@ -37,8 +37,8 @@ layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
#endif
layout (rg16f) uniform image2D waveSim;
layout (rgba16f) uniform image2D waveSim2;
layout (RG16F) uniform image2D waveSim;
layout (RGBA16F) uniform image2D waveSim2;
const ivec2 resolution = ivec2(workGroups.x * 32, workGroups.y * 32);
+2 -2
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@@ -37,8 +37,8 @@ layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
#endif
layout (rg16f) uniform image2D waveSim;
layout (rgba16f) uniform image2D waveSim2;
layout (RG16F) uniform image2D waveSim;
layout (RGBA16F) uniform image2D waveSim2;
const ivec2 resolution = ivec2(workGroups.x * 32, workGroups.y * 32);
+1 -1
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@@ -46,7 +46,7 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
float SSSAMOUNT = 0.0;
#if SSS_TYPE
#if SSS_TYPE > 0 && defined VOXY_SSS
/////// ----- SSS ON BLOCKS ----- ///////
// strong
if (
+3 -3
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 5.2.1
value.SHADER_VERSION_LABEL.482 = 5.2.2
# if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato
@@ -368,8 +368,8 @@ screen.Clouds = Cloud Settings
option.TERRAIN_SHADOW_ON_CLOUDS = Terrain Shadows On Clouds
option.TERRAIN_SHADOW_ON_CLOUDS.comment = Whether or not terrain can cast shadows onto cumulus clouds. §aPERFORMANCE COST:§r low to medium
option.CLOUD_SAMPLE_MULTIPLIER = Cloud Sample Count Multiplier
option.CLOUD_SAMPLE_MULTIPLIER.comment = Multiplies the cloud samples with this value. Especially useful to get lower noise in terrain shadows on clouds. §aPERFORMANCE COST:§r low to very high
option.CLOUD_SAMPLES = Cloud Samples
option.CLOUD_SAMPLES.comment = Changes the amount of samples of the volumetric clouds. Especially useful to get lower noise in terrain shadows on clouds. §aPERFORMANCE COST:§r low to very high
screen.CumulusClouds = Cumulus Clouds
option.CloudLayer0 = Small Cumulus Clouds
+1 -1
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@@ -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 = 5.2.1
value.SHADER_VERSION_LABEL.482 = 5.2.2
# 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)
+9 -1
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@@ -466,7 +466,7 @@ uniform vec3 unsigned_WmoonVecSmooth;
#define CLOUD_PHASE 2 // [0 1 2]
#define TERRAIN_SHADOW_ON_CLOUDS
#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 CLOUD_SAMPLES 10 // [5 10 15 20 25 30 35 40 45 50 60 70 80 90 100 150 200]
#define CloudLayer0
#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]
@@ -1079,10 +1079,18 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
//////////////////////////////////
#define VOXY_REFLECTIONS
#define VOXY_SSS
#define VOXY_AMBIENT_OCCLUSION
#ifdef VOXY_REFLECTIONS
#endif
#ifdef VOXY_AMBIENT_OCCLUSION
#endif
#ifdef VOXY_SSS
#endif
////////////////////////////////
// ----- DEBUG SETTINGS ----- //
+56 -60
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@@ -1010,7 +1010,7 @@ vec4 GetVolumetricClouds(
NormPlayerPos.y += 0.03 * heightRelativeToClouds;
#endif
int samples = int(10.0*CLOUD_SAMPLE_MULTIPLIER);
int samples = CLOUD_SAMPLES;
// int samples = 30;
///------- setup the ray
@@ -1024,7 +1024,7 @@ vec4 GetVolumetricClouds(
vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/min(cloudDist, 0.05*lViewPosM))/samples);
vec3 rayPosition = getRayOrigin(rayDirection, cameraPosition, dither.y, minHeight, maxHeight);
vec3 sampledSkyCol = skyFromTex(normalize(rayPosition-cameraPosition), colortex4)/1200.0 * Sky_Brightness;
vec3 sampledSkyCol = skyFromTex(normalize(rayPosition-cameraPosition), colortex4)/1200.0;
#ifdef SKY_GROUND
#if CUMULONIMBUS > 1
heightRelativeToClouds = clamp(1.0 - max(cameraPosition.y - 6000,0.0) / 100.0 ,0.0,1.0);
@@ -1032,6 +1032,8 @@ vec4 GetVolumetricClouds(
sampledSkyCol = mix(sampledSkyCol, indirectLightCol, heightRelativeToClouds);
#endif
sampledSkyCol *= Sky_Brightness;
// setup for getting distance
vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos;
@@ -1202,75 +1204,69 @@ vec4 GetVolumetricClouds(
}
#endif
#if CUMULONIMBUS > 0 && !defined CloudLayer3 && !defined CloudLayer0 && !defined CloudLayer1 && !defined CloudLayer2
cloudPlaneDistance = cloudLayer4_Distance.x;
#else
#if defined CloudLayer0
#if defined CloudLayer1
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer3_Distance.x, cloudLayer2_Distance.x, cloudLayer3_Distance.y);
temp = mix(cloudLayer1_Distance.x, temp, cloudLayer1_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
float temp = mix(cloudLayer2_Distance.x, cloudLayer1_Distance.x, cloudLayer2_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#endif
#if defined CloudLayer0
#if defined CloudLayer1
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer2_Distance.x, cloudLayer3_Distance.x, cloudLayer2_Distance.y);
temp = mix(cloudLayer1_Distance.x, temp, cloudLayer1_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
#if defined CloudLayer3
float temp = mix(cloudLayer3_Distance.x, cloudLayer1_Distance.x, cloudLayer3_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
cloudPlaneDistance = mix(cloudLayer0_Distance.x, cloudLayer1_Distance.x, cloudLayer0_Distance.y);
#endif
float temp = mix(cloudLayer1_Distance.x, cloudLayer2_Distance.x, cloudLayer1_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#endif
#else
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer3_Distance.x, cloudLayer2_Distance.x, cloudLayer3_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
float temp = mix(cloudLayer2_Distance.x, cloudLayer0_Distance.x, cloudLayer2_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#endif
#if defined CloudLayer3
float temp = mix(cloudLayer1_Distance.x, cloudLayer3_Distance.x, cloudLayer1_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer0_Distance.x, cloudLayer3_Distance.x, cloudLayer0_Distance.y);
#else
cloudPlaneDistance = cloudLayer0_Distance.x;
#endif
cloudPlaneDistance = mix(cloudLayer0_Distance.x, cloudLayer1_Distance.x, cloudLayer0_Distance.y);
#endif
#endif
#else
#if defined CloudLayer1
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer3_Distance.x, cloudLayer2_Distance.x, cloudLayer3_Distance.y);
cloudPlaneDistance = mix(cloudLayer1_Distance.x, temp, cloudLayer1_Distance.y);
#else
float temp = mix(cloudLayer2_Distance.x, cloudLayer1_Distance.x, cloudLayer2_Distance.y);
cloudPlaneDistance = mix(cloudLayer1_Distance.x, temp, cloudLayer1_Distance.y);
#endif
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer2_Distance.x, cloudLayer3_Distance.x, cloudLayer2_Distance.y);
cloudPlaneDistance = mix(cloudLayer0_Distance.x, temp, cloudLayer0_Distance.y);
#else
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer1_Distance.x, cloudLayer3_Distance.x, cloudLayer1_Distance.y);
#else
cloudPlaneDistance = cloudLayer1_Distance.x;
#endif
cloudPlaneDistance = mix(cloudLayer0_Distance.x, cloudLayer2_Distance.x, cloudLayer0_Distance.y);
#endif
#else
#if defined CloudLayer2
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer2_Distance.x, cloudLayer3_Distance.x, cloudLayer2_Distance.y);
#else
cloudPlaneDistance = cloudLayer2_Distance.x;
#endif
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer0_Distance.x, cloudLayer3_Distance.x, cloudLayer0_Distance.y);
#else
#if defined CloudLayer3
cloudPlaneDistance = cloudLayer3_Distance.x;
#else
cloudPlaneDistance = 0.0;
#endif
cloudPlaneDistance = cloudLayer0_Distance.x;
#endif
#endif
#endif
#else
#if defined CloudLayer1
#if defined CloudLayer2
#if defined CloudLayer3
float temp = mix(cloudLayer2_Distance.x, cloudLayer3_Distance.x, cloudLayer2_Distance.y);
cloudPlaneDistance = mix(cloudLayer1_Distance.x, temp, cloudLayer1_Distance.y);
#else
cloudPlaneDistance = mix(cloudLayer1_Distance.x, cloudLayer2_Distance.x, cloudLayer1_Distance.y);
#endif
#else
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer1_Distance.x, cloudLayer3_Distance.x, cloudLayer1_Distance.y);
#else
cloudPlaneDistance = cloudLayer1_Distance.x;
#endif
#endif
#else
#if defined CloudLayer2
#if defined CloudLayer3
cloudPlaneDistance = mix(cloudLayer2_Distance.x, cloudLayer3_Distance.x, cloudLayer2_Distance.y);
#else
cloudPlaneDistance = cloudLayer2_Distance.x;
#endif
#else
#if defined CloudLayer3
cloudPlaneDistance = cloudLayer3_Distance.x;
#else
cloudPlaneDistance = 0.0;
#endif
#endif
#endif
+33 -31
View File
@@ -8,11 +8,11 @@ profile.POTATO = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOW
profile.VERY_LOW = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS !HQ_CLOUD_UPSAMPLE WATER_INTERACTION:1 WATER_SIM_DISTANCE:1 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:0 !CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:VANILLA_AO RAY_COUNT:4 VL_SAMPLES:4 REALMOON shadowMapResolution:1024 shadowDistance:96.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.8 SHARPENING:50 !FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.LOW = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS !HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:1536 shadowDistance:112.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.9 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.MEDIUM = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:30 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.ALTERNATE_MEDIUM = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:30 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:1.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.ALTERNATE_MEDIUM = !TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:30 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:0.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.HIGH = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.ALTERNATE_HIGH = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:1.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.ALTERNATE_HIGH = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 !SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:0.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.HIGH_GRASS = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.ALTERNATE_HIGH_GRASS = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:1.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.ALTERNATE_HIGH_GRASS = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:0 SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:SSAO_FILTERED RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.1 ambientsss_brightness:0.5 TONEMAP:ToneMap_Hejl2015 AO_Strength:0.4 SCREENSPACE_DIRECT_SSS_BLENDING:0.4 WATER_CAUSTICS_POWER:0.55 Sky_Brightness:0.5 TOD_Fog_mult:0.5 Water_Absorb_R:0.38 Water_Absorb_G:0.28 Water_Absorb_B:0.36 Dirt_Scatter_B:0.14 Dirt_Scatter_G:0.13 Dirt_Scatter_R:0.14 ambient_brightness:0.7 WHITE_BALANCE:7000 Sun_temp:6200 Haze_amount:0.6 CROSSTALK:0.14 BLOOM_STRENGTH:0.5 SATURATION:-0.16 Dirt_Amount:2.0 Dirt_Absorb_R:1.0 Dirt_Absorb_G:1.0 Dirt_Absorb_B:1.0
profile.VERY_HIGH = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:1 SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:SSAO_HQ RAY_COUNT:4 VL_SAMPLES:8 REALMOON shadowMapResolution:3172 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
profile.ULTRA = TERRAIN_SHADOW_ON_CLOUDS LPV_HANDHELD_SHADOWS_QUALITY:1 SHADER_GRASS HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:2 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:1 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:SSGI RAY_COUNT:6 VL_SAMPLES:10 REALMOON shadowMapResolution:4096 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:45 FORWARD_ENVIORNMENT_REFLECTION EXPOSURE_MULTIPLIER:1.0 ambientsss_brightness:1.0 TONEMAP:ToneMap_AgX_minimal_merlin AO_Strength:1.0 SCREENSPACE_DIRECT_SSS_BLENDING:0.5 WATER_CAUSTICS_POWER:1.0 Sky_Brightness:1.0 TOD_Fog_mult:1.0 Water_Absorb_R:0.392389 Water_Absorb_G:0.108329 Water_Absorb_B:0.0660636 Dirt_Scatter_B:0.39 Dirt_Scatter_G:0.39 Dirt_Scatter_R:0.6 ambient_brightness:1.0 WHITE_BALANCE:6500 Sun_temp:6300 Haze_amount:1.0 CROSSTALK:0.0 BLOOM_STRENGTH:1.0 SATURATION:0.0 Dirt_Amount:0.1 Dirt_Absorb_R:0.68 Dirt_Absorb_G:0.4 Dirt_Absorb_B:0.38
@@ -63,7 +63,7 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
customTexture.lightningTex15 = texture/lightning/lightning15.png
customTexture.lightningTex16 = texture/lightning/lightning16.png
image.cloudDepthTex = cloudDepthSampler rgba rgba16f float true true 1.0 1.0
image.cloudDepthTex = cloudDepthSampler RGBA RGBA16F HALF_FLOAT true true 1.0 1.0
#endif
#ifdef LPV_ENABLED
@@ -208,7 +208,7 @@ alphaTest.gbuffers_beaconbeam = false
alphaTest.gbuffers_armor_glint = false
alphaTest.gbuffers_damagedblock = false
sliders = SCREENSPACE_CONTACT_SHADOWS 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 HANDHLine truncated
sliders = SCREENSPACE_CONTACT_SHADOWS PIXELIZATION_STRENGTH MAX_COLORS_PER_CHANNEL RAINBOW_SELECT_BOX CLOUD_SAMPLES 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_Line truncated
screen.columns=2
screen = \
@@ -385,7 +385,7 @@ SHADER_VERSION_LABEL <profile> \
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS \
VL_RENDER_RESOLUTION HQ_CLOUD_UPSAMPLE \
[DAILY_WEATHER] CLOUD_SHADOW_STRENGTH \
CLOUD_SAMPLE_MULTIPLIER TERRAIN_SHADOW_ON_CLOUDS \
CLOUD_SAMPLES TERRAIN_SHADOW_ON_CLOUDS \
<empty> <empty> \
Rain_coverage Thunder_coverage \
CLOUD_MOVEMENT_TYPE Cloud_Speed \
@@ -519,7 +519,7 @@ SHADER_VERSION_LABEL <profile> \
screen.DISTANT_HORIZONS_SETTINGS.columns = 1
screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_CHUNK_FADING <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
screen.VOXY_SETTINGS = VOXY_REFLECTIONS
screen.VOXY_SETTINGS = VOXY_AMBIENT_OCCLUSION VOXY_SSS VOXY_REFLECTIONS
######## MISC SETTINGS
screen.Misc_Settings.columns = 2
@@ -1009,53 +1009,55 @@ uniform.vec4.combined_projection_matrix_3 = vec4(0.0, 0.0, -((2.0 * combined_far
#if WATER_SIM_SCALE == 0
#if WATER_SIM_DISTANCE == 1
image.waveSim = waveSimSampler rg rg16f float false false 512 512
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 512 512
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 512 512
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 512 512
#endif
#if WATER_SIM_DISTANCE == 2
image.waveSim = waveSimSampler rg rg16f float false false 1024 1024
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 1024 1024
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 1024 1024
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 1024 1024
#endif
#if WATER_SIM_DISTANCE == 3
image.waveSim = waveSimSampler rg rg16f float false false 1536 1536
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 1536 1536
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 1536 1536
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 1536 1536
#endif
#if WATER_SIM_DISTANCE == 4
image.waveSim = waveSimSampler rg rg16f float false false 2048 2048
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 2048 2048
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 2048 2048
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 2048 2048
#endif
#elif WATER_SIM_SCALE == 1
#if WATER_SIM_DISTANCE == 1
image.waveSim = waveSimSampler rg rg16f float false false 1024 1024
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 1024 1024
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 1024 1024
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 1024 1024
#endif
#if WATER_SIM_DISTANCE == 2
image.waveSim = waveSimSampler rg rg16f float false false 2048 2048
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 2048 2048
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 2048 2048
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 2048 2048
#endif
#if WATER_SIM_DISTANCE == 3
image.waveSim = waveSimSampler rg rg16f float false false 3072 3072
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 3072 3072
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 3072 3072
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 3072 3072
#endif
#if WATER_SIM_DISTANCE == 4
image.waveSim = waveSimSampler rg rg16f float false false 4096 4096
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 4096 4096
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 4096 4096
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 4096 4096
#endif
#else
#if WATER_SIM_DISTANCE == 1
image.waveSim = waveSimSampler rg rg16f float false false 2048 2048
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 2048 2048
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 2048 2048
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 2048 2048
#endif
#if WATER_SIM_DISTANCE == 2
image.waveSim = waveSimSampler rg rg16f float false false 4096 4096
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 4096 4096
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 4096 4096
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 4096 4096
#endif
#if WATER_SIM_DISTANCE == 3
image.waveSim = waveSimSampler rg rg16f float false false 6144 6144
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 6144 6144
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 6144 6144
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 6144 6144
#endif
#if WATER_SIM_DISTANCE == 4
image.waveSim = waveSimSampler rg rg16f float false false 8192 8192
image.waveSim2 = waveSim2Sampler rgba rgba16f float false false 8192 8192
image.waveSim = waveSimSampler RG RG16F HALF_FLOAT false false 8192 8192
image.waveSim2 = waveSim2Sampler RGBA RGBA16F HALF_FLOAT false false 8192 8192
#endif
#endif
image.cloudShadow = cloudShadowSampler RGBA RGBA8 UNSIGNED_BYTE false false 1024 1024