diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index a624bc5..d87949a 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -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); diff --git a/shaders/dimensions/all_particles.vsh b/shaders/dimensions/all_particles.vsh index c859ab1..88725fb 100644 --- a/shaders/dimensions/all_particles.vsh +++ b/shaders/dimensions/all_particles.vsh @@ -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; diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 12baee3..0a5ed6b 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -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); diff --git a/shaders/dimensions/all_solid.gsh b/shaders/dimensions/all_solid.gsh index eb68793..c97b24c 100644 --- a/shaders/dimensions/all_solid.gsh +++ b/shaders/dimensions/all_solid.gsh @@ -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))); diff --git a/shaders/dimensions/all_solid.tcs b/shaders/dimensions/all_solid.tcs index 8a93de0..9199ac7 100644 --- a/shaders/dimensions/all_solid.tcs +++ b/shaders/dimensions/all_solid.tcs @@ -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 diff --git a/shaders/dimensions/all_solid.tes b/shaders/dimensions/all_solid.tes index e56806f..1c871b3 100644 --- a/shaders/dimensions/all_solid.tes +++ b/shaders/dimensions/all_solid.tes @@ -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 diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index 1a54baa..12201b2 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -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; diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 6555cc0..a422cf5 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -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); diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 2fbd9a8..d4a4400 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -174,8 +174,6 @@ uniform float nightVision; uniform sampler2DShadow shadowtex1; #endif - flat varying vec3 refractedSunVec; - #include "/lib/scene_controller.glsl" diff --git a/shaders/dimensions/composite2.vsh b/shaders/dimensions/composite2.vsh index c179b5c..6f965de 100644 --- a/shaders/dimensions/composite2.vsh +++ b/shaders/dimensions/composite2.vsh @@ -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 diff --git a/shaders/dimensions/fogBehindTranslucent_pass.fsh b/shaders/dimensions/fogBehindTranslucent_pass.fsh index c14e658..42ec94c 100644 --- a/shaders/dimensions/fogBehindTranslucent_pass.fsh +++ b/shaders/dimensions/fogBehindTranslucent_pass.fsh @@ -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" diff --git a/shaders/dimensions/fogBehindTranslucent_pass.vsh b/shaders/dimensions/fogBehindTranslucent_pass.vsh index ebdce1e..cf02c8f 100644 --- a/shaders/dimensions/fogBehindTranslucent_pass.vsh +++ b/shaders/dimensions/fogBehindTranslucent_pass.vsh @@ -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; } diff --git a/shaders/dimensions/prepare1.csh b/shaders/dimensions/prepare1.csh index 759e643..37e0ad9 100644 --- a/shaders/dimensions/prepare1.csh +++ b/shaders/dimensions/prepare1.csh @@ -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); diff --git a/shaders/dimensions/prepare2.csh b/shaders/dimensions/prepare2.csh index 298da62..70d1d5e 100644 --- a/shaders/dimensions/prepare2.csh +++ b/shaders/dimensions/prepare2.csh @@ -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); diff --git a/shaders/dimensions/voxy_solid.glsl b/shaders/dimensions/voxy_solid.glsl index 825510e..c50f1cc 100644 --- a/shaders/dimensions/voxy_solid.glsl +++ b/shaders/dimensions/voxy_solid.glsl @@ -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 ( diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 2edd0c8..763f035 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 5.2.1 + 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 diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang index 0bfcfe3..ae126c3 100644 --- a/shaders/lang/zh_cn.lang +++ b/shaders/lang/zh_cn.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - Bliss 编辑版 prefix.SHADER_VERSION_LABEL = 版本 - value.SHADER_VERSION_LABEL.482 = 5.2.1 + 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) diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index c473962..c4def44 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -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 ----- // diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 99ed893..b434375 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -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 diff --git a/shaders/shaders.properties b/shaders/shaders.properties index f90b694..da0b7f3 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -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 HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLightRain_R AmbientLightRain_G AmbientLightRain_B AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Sharpness LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal fstop MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 ROUGHNESS_THRESHOLD SUN_SPECULAR_MULT reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH +sliders = 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_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLightRain_R AmbientLightRain_G AmbientLightRain_B AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Sharpness LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal fstop MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 ROUGHNESS_THRESHOLD SUN_SPECULAR_MULT reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH screen.columns=2 screen = \ @@ -385,7 +385,7 @@ SHADER_VERSION_LABEL \ 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 \ \ Rain_coverage Thunder_coverage \ CLOUD_MOVEMENT_TYPE Cloud_Speed \ @@ -519,7 +519,7 @@ SHADER_VERSION_LABEL \ screen.DISTANT_HORIZONS_SETTINGS.columns = 1 screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_CHUNK_FADING DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution 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 \ No newline at end of file