diff --git a/shaders/dimensions/DH_translucent.fsh b/shaders/dimensions/DH_translucent.fsh index f94575b..97e2861 100644 --- a/shaders/dimensions/DH_translucent.fsh +++ b/shaders/dimensions/DH_translucent.fsh @@ -171,7 +171,7 @@ float invLdFast(float linearDepth) { vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) { - float biasAmount = 0.0000015; + const float biasAmount = 0.0000015; float quality = float(FORWARD_SSR_QUALITY); vec3 clipPosition = DH_toClipSpace3(position); @@ -180,12 +180,7 @@ vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) { (-dhVoxyNearPlane - position.z) / dir.z : dhVoxyFarPlane*sqrt(3.); vec3 direction = DH_toClipSpace3(position + dir * rayLength) - clipPosition; //convert to clip space - - #if FORWARD_SSR_QUALITY == 1 - vec3 reflectedTC = vec3((direction.xy + clipPosition.xy) * RENDER_SCALE, 0.999999); - return reflectedTC; - #endif - + //get at which length the ray intersects with the edge of the screen vec3 maxLengths = (step(0.0, direction) - clipPosition) / direction; float mult = min(min(maxLengths.x, maxLengths.y), maxLengths.z); diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 015ff9f..551f6ce 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -109,8 +109,11 @@ uniform vec3 relativeEyePosition; uniform int heldItemId; uniform int heldItemId2; -#ifdef IS_LPV_ENABLED +#if defined IS_LPV_ENABLED || RAINBOW_SELECT_BOX > 0 #include "/lib/hsv.glsl" +#endif + +#ifdef IS_LPV_ENABLED #include "/lib/lpv_common.glsl" #include "/lib/lpv_render.glsl" #endif @@ -527,7 +530,19 @@ void main() { #ifdef LINES gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb); - if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0); + #if RAINBOW_SELECT_BOX > 0 + + #if RAINBOW_SELECT_BOX == 1 + float selectBoxHue = length(sin(mod(1.4*(feetPlayerPos+cameraPosition), 3.14159))); + #else + float selectBoxHue = length(sin(mod(1.4*(feetPlayerPos+cameraPosition)+0.7*frameTimeCounter, 3.14159))); + #endif + + vec3 selectBoxColor = HsvToRgb(vec3(selectBoxHue, 1.0, 1.0)); + if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(selectBoxColor), 1.0); + #else + if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0); + #endif // float LITEMATICA_SCHEMATIC_THING_MASK = 0.0; // if (renderStage == MC_RENDER_STAGE_NONE){ diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 56eca6d..a9cd7a8 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -55,6 +55,12 @@ uniform sampler2D depthtex0; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex1; + #define dhVoxyDepthTex1 dhDepthTex1 +#endif + +#ifdef VOXY + uniform sampler2D vxDepthTexOpaque; + #define dhVoxyDepthTex1 vxDepthTexOpaque #endif uniform sampler2D colortex7; diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 31b5e31..2487f2a 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -952,22 +952,16 @@ void main() { float DH_depth0 = texelFetch2D(dhVoxyDepthTex,ivec2(gl_FragCoord.xy), 0).x; float DH_depth1 = texelFetch2D(dhVoxyDepthTex1,ivec2(gl_FragCoord.xy), 0).x; - #ifdef VOXY - DH_depth0 = min(DH_depth0, DH_depth1); - #endif - float depthOpaque = z; float depthOpaqueL = linearizeDepthFast(depthOpaque, near, farPlane); - #if defined DISTANT_HORIZONS || defined VOXY - float dhDepthOpaque = DH_depth1; - float dhDepthOpaqueL = linearizeDepthFast(dhDepthOpaque, dhVoxyNearPlane, dhVoxyFarPlane); + float dhDepthOpaque = DH_depth1; + float dhDepthOpaqueL = linearizeDepthFast(dhDepthOpaque, dhVoxyNearPlane, dhVoxyFarPlane); - if (depthOpaque >= 1.0 || (dhDepthOpaqueL < depthOpaqueL && dhDepthOpaque > 0.0)){ - depthOpaque = dhDepthOpaque; - depthOpaqueL = dhDepthOpaqueL; - } - #endif + if (depthOpaque >= 1.0 || (dhDepthOpaqueL < depthOpaqueL && dhDepthOpaque > 0.0)){ + depthOpaque = dhDepthOpaque; + depthOpaqueL = dhDepthOpaqueL; + } swappedDepth = depthOpaque; #else diff --git a/shaders/dimensions/composite11.fsh b/shaders/dimensions/composite11.fsh index 6174bbf..bf414d4 100644 --- a/shaders/dimensions/composite11.fsh +++ b/shaders/dimensions/composite11.fsh @@ -68,8 +68,8 @@ float ld(float depth) { #endif #ifdef VOXY - uniform sampler2D vxDepthTexOpaque; - #define dhVoxyDepthTex vxDepthTexOpaque + uniform sampler2D vxDepthTexTrans; + #define dhVoxyDepthTex vxDepthTexTrans #endif uniform float dhVoxyNearPlane; uniform float dhVoxyFarPlane; diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 2c61dbb..2fbd9a8 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -526,10 +526,6 @@ void main() { #if defined DISTANT_HORIZONS || defined VOXY float DH_z0 = texelFetch2D(dhVoxyDepthTex, texcoord,0).x; - #ifdef VOXY - float DH_z1= texelFetch2D(dhVoxyDepthTex1, texcoord,0).x; - DH_z0 = min(DH_z0, DH_z1); - #endif #else float DH_z0 = 0.0; #endif diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 66100fe..f35e2d3 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -16,16 +16,12 @@ uniform sampler2D depthtex1; #ifdef DISTANT_HORIZONS uniform sampler2D dhDepthTex; - uniform sampler2D dhDepthTex1; #define dhVoxyDepthTex dhDepthTex - #define dhVoxyDepthTex1 dhDepthTex1 #endif #ifdef VOXY - uniform sampler2D vxDepthTexOpaque; uniform sampler2D vxDepthTexTrans; #define dhVoxyDepthTex vxDepthTexTrans - #define dhVoxyDepthTex1 vxDepthTexOpaque #endif uniform sampler2D colortex0; @@ -553,10 +549,7 @@ void main() { #if defined DISTANT_HORIZONS || defined VOXY float DH_depth0 = texelFetch2D(dhVoxyDepthTex, ivec2(gl_FragCoord.xy),0).x; - #ifdef VOXY - float DH_depth1 = texelFetch2D(dhVoxyDepthTex1, ivec2(gl_FragCoord.xy),0).x; - DH_depth0 = min(DH_depth0, DH_depth1); - #endif + float depthOpaque = z; float depthOpaqueL = linearizeDepthFast(depthOpaque, near, farPlane); diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index 7c690ba..3959ec9 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -137,8 +137,8 @@ float convertHandDepth2( float depth) { #endif #ifdef VOXY - uniform sampler2D vxDepthTexOpaque; - #define dhVoxyDepthTex vxDepthTexOpaque + uniform sampler2D vxDepthTexTrans; + #define dhVoxyDepthTex vxDepthTexTrans #endif uniform float near; diff --git a/shaders/dimensions/deferred1.fsh b/shaders/dimensions/deferred1.fsh index d9fea5b..9300168 100644 --- a/shaders/dimensions/deferred1.fsh +++ b/shaders/dimensions/deferred1.fsh @@ -18,8 +18,8 @@ uniform sampler2D depthtex1; #ifdef VOXY uniform sampler2D vxDepthTexOpaque; uniform sampler2D vxDepthTexTrans; - #define dhVoxyDepthTex vxDepthTexOpaque - #define dhVoxyDepthTex1 vxDepthTexTrans + #define dhVoxyDepthTex vxDepthTexTrans + #define dhVoxyDepthTex1 vxDepthTexOpaque #endif uniform float near; uniform float far; diff --git a/shaders/dimensions/deferred2.fsh b/shaders/dimensions/deferred2.fsh index 0b8109e..01f0f09 100644 --- a/shaders/dimensions/deferred2.fsh +++ b/shaders/dimensions/deferred2.fsh @@ -7,8 +7,8 @@ uniform sampler2D depthtex0; #endif #ifdef VOXY - uniform sampler2D vxDepthTexOpaque; - #define dhVoxyDepthTex vxDepthTexOpaque + uniform sampler2D vxDepthTexTrans; + #define dhVoxyDepthTex vxDepthTexTrans #endif uniform sampler2D colortex1; uniform sampler2D colortex2; diff --git a/shaders/dimensions/fogBehindTranslucent_pass.fsh b/shaders/dimensions/fogBehindTranslucent_pass.fsh index 171ba7f..c14e658 100644 --- a/shaders/dimensions/fogBehindTranslucent_pass.fsh +++ b/shaders/dimensions/fogBehindTranslucent_pass.fsh @@ -316,9 +316,6 @@ void main() { #if defined DISTANT_HORIZONS || defined VOXY // float DH_z = texture2D(dhDepthTex1,tc).x; float DH_z = texelFetch2D(dhVoxyDepthTex1, texcoord, 0).x;//texture2D(dhDepthTex,tc).x; - #ifdef VOXY - DH_z0 = min(DH_z0, DH_z); - #endif #else float DH_z = 0.0; #endif diff --git a/shaders/dimensions/voxy.json b/shaders/dimensions/voxy.json index c936732..cb4c075 100644 --- a/shaders/dimensions/voxy.json +++ b/shaders/dimensions/voxy.json @@ -58,7 +58,15 @@ bool noSimOngoingCheck; }"}, + "useViewportDims": true, "uniforms": [ + "worldDay", + "worldTime", + "moonElevation", + "worldTimeSmooth", + #if CUMULONIMBUS > 0 + "cumulonimbusStrength", + #endif "framemod4_DH", "vxModelView", "vxModelViewPrev", @@ -89,6 +97,7 @@ "sunPosition", "sunElevation", "lightningBoltPosition", + "thunderStrength", "rainStrength", "unsigned_WsunVecSmooth", "unsigned_WmoonVecSmooth", diff --git a/shaders/dimensions/voxy_translucent.glsl b/shaders/dimensions/voxy_translucent.glsl index e4c3f16..3f08ce4 100644 --- a/shaders/dimensions/voxy_translucent.glsl +++ b/shaders/dimensions/voxy_translucent.glsl @@ -121,7 +121,7 @@ float DH_ld(float dist) { vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) { - float biasAmount = 0.000015; + const float biasAmount = 0.000015; float quality = float(FORWARD_SSR_QUALITY); vec3 clipPosition = DH_toClipSpace3(position); @@ -131,11 +131,6 @@ vec3 rayTrace(vec3 dir, vec3 position, float dither, float fresnel) { vec3 direction = DH_toClipSpace3(position + dir * rayLength) - clipPosition; //convert to clip space - #if FORWARD_SSR_QUALITY == 1 - vec3 reflectedTC = vec3((direction.xy + clipPosition.xy) * RENDER_SCALE, 0.999999); - return reflectedTC; - #endif - //get at which length the ray intersects with the edge of the screen vec3 maxLengths = (step(0.0, direction) - clipPosition) / direction; float mult = min(min(maxLengths.x, maxLengths.y), maxLengths.z); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index aa03065..28d3c66 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 = 5.1.0 + value.SHADER_VERSION_LABEL.482 = 5.1.1 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato @@ -912,6 +912,17 @@ option.EMISSIVE_ORES_STRENGTH = Emissive Ores Brightness option.PLANET_CURVATURE = Planet Curvature §c(Voxy not supported!) option.CURVATURE_AMOUNT = Curvature Amount +screen.selection_box_outline = Selection Box Outline +option.SELECT_BOX = Selection Box +option.RAINBOW_SELECT_BOX = Rainbow Selection Box + value.RAINBOW_SELECT_BOX.0 = Off + value.RAINBOW_SELECT_BOX.1 = Static + value.RAINBOW_SELECT_BOX.2 = Animated + +option.SELECT_BOX_COL_R = Selection Box Red +option.SELECT_BOX_COL_G = Selection Box Green +option.SELECT_BOX_COL_B = Selection Box Blue + option.USE_CUSTOM_DIFFUSE_LIGHTING_COLORS = Custom Diffuse Colors option.DIRECTLIGHT_DIFFUSE_R = Sun R option.DIRECTLIGHT_DIFFUSE_G = Sun G diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang index e31d58b..8565fe6 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 = 5.1.0 + value.SHADER_VERSION_LABEL.482 = 5.1.1 # 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/end_fog.glsl b/shaders/lib/end_fog.glsl index 93b6ab6..ade95fb 100644 --- a/shaders/lib/end_fog.glsl +++ b/shaders/lib/end_fog.glsl @@ -234,7 +234,7 @@ vec4 GetVolumetricFog( float verticalFactor = abs(normalize(dVWorld).y); verticalFactor = pow(verticalFactor, 2.0); - #if defined DISTANT_HORIZONS + #if defined DISTANT_HORIZONS || defined VOXY int SAMPLECOUNT = 19; float expFactor = 33.0; float maxDist = mix(800.0, 300.0, verticalFactor); diff --git a/shaders/lib/indirect_lighting_effects.glsl b/shaders/lib/indirect_lighting_effects.glsl index 1676bda..d56189a 100644 --- a/shaders/lib/indirect_lighting_effects.glsl +++ b/shaders/lib/indirect_lighting_effects.glsl @@ -98,7 +98,7 @@ vec4 BilateralUpscale_SSAO(sampler2D tex, sampler2D depth, vec2 coord, float ref vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){ - float biasAmount = 0.0001; + const float biasAmount = 0.0001; vec3 clipPosition = toClipSpace3(position); @@ -154,7 +154,7 @@ vec3 RT_alternate(vec3 dir, vec3 position, float noise, float stepsizes, bool ha vec3 worldpos = mat3(gbufferModelViewInverse) * position; - float biasamount = 0.00005; + const float biasamount = 0.00005; vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight); float dist = 1.0 + length(worldpos)/far; // step length as distance increases diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index fe322ee..07f0bbc 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -990,6 +990,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) #define GRASS_NOISE1_SCALE 0.75 // [0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25] #define GRASS_NOISE2_SCALE 0.35 // [0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25] +#define RAINBOW_SELECT_BOX 0 // [0 1 2] + /////////////////////////////////////////// // ----- DISTANT HORIZONS SETTINGS ----- // /////////////////////////////////////////// @@ -1178,3 +1180,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) #undef CLOUDS_SHADOWS #endif +#ifdef VOXY +#undef DISTANT_HORIZONS +#endif diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 8d3f2d9..ca67f89 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -4,12 +4,13 @@ #define LARGECUMULUS_LAYER 1 #define SMALLCUMULUS_LAYER 0 +#ifndef VOXY_PROGRAM uniform float thunderStrength; -uniform int entityId; uniform int worldDay; uniform int worldTime; uniform float moonElevation; uniform float worldTimeSmooth; +#endif #if CLOUD_MOVEMENT_TYPE == 0 @@ -29,18 +30,20 @@ float lightningFlash = mix(0.1, 2.5, randomSeed); float lightningFade = smoothstep(0.6, 0.22, timeInLightning); #endif -#if CUMULONIMBUS == 1 +#if CUMULONIMBUS == 1 && !defined VOXY_PROGRAM uniform float cumulonimbusStrength; #endif #if defined CUMULONIMBUS_LIGHTNING && CUMULONIMBUS > 0 - #ifndef COLORWHEEL + #if !defined COLORWHEEL && !defined VOXY_PROGRAM #extension GL_NV_gpu_shader5 : enable #extension GL_ARB_shader_image_load_store : enable #extension GL_EXT_shader_image_load_store : enable #endif + #ifndef VOXY_PROGRAM layout (rgba16f) uniform image2D cloudDepthTex; + #endif float lightningStart = mix(20.0, 1.0, smoothstep(0.0, 0.085, timeInLightning)); float lightningMid = smoothstep(0.0, 0.05, timeInLightning) * smoothstep(0.15, 0.066, timeInLightning); @@ -129,6 +132,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, switch (LayerIndex){ default : { break; } + #ifdef CloudLayer3 case CIRRUS_LAYER: { coverage = SC_parameters.cirrus.x; @@ -163,8 +167,10 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, if (position.y < (-0.0001 * minHeight + 0.8)*minHeight) shape = 0.0; return shape; - break; } + } + #endif + #ifdef CloudLayer2 case ALTOSTRATUS_LAYER: { coverage = SC_parameters.altostratus.x; coverage += Rain_coverage * rainStrength; @@ -182,8 +188,10 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, if (position.y < (-0.0001 * minHeight + 0.8)*minHeight) shape = 0.0; return shape; - break; } + } + #endif + #ifdef CloudLayer1 case LARGECUMULUS_LAYER: { coverage = SC_parameters.largeCumulus.x; coverage += Rain_coverage * rainStrength; @@ -199,7 +207,9 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, shape = min(max(val - smallCloud,0.0)/sqrt(val),1.0); break; } + #endif + #ifdef CloudLayer0 case SMALLCUMULUS_LAYER: { coverage = SC_parameters.smallCumulus.x; coverage += Rain_coverage * rainStrength; @@ -215,6 +225,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, // shape = abs(largeCloud*2.0 - 1.2)*0.5 - (1.0-smallCloud); break; } + #endif } // clamp density of the cloud within its upper/lower bounds @@ -248,6 +259,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, switch (LayerIndex){ default : { break; } + #ifdef CloudLayer0 case SMALLCUMULUS_LAYER: { erosion += (1.0-densityAtPos(samplePos * CloudLayer0_detail * CloudLayer0_scale / 3.0)) * sqrt(omShape); @@ -256,6 +268,9 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, erosion = erosion*erosion*erosion*erosion; break; } + #endif + + #ifdef CloudLayer1 case LARGECUMULUS_LAYER: { erosion += (1.0 - densityAtPos(samplePos * CloudLayer1_detail * CloudLayer1_scale / 4.5)) * sqrt(omShape); @@ -264,6 +279,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, erosion = erosion*erosion*erosion*erosion; break; } + #endif } return max(shape - erosion*erodeAmount,0.0); diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 02808c5..89d13e1 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -208,7 +208,7 @@ alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false alphaTest.gbuffers_damagedblock = false -sliders = 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 = 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 screen.columns=2 screen = \ @@ -450,7 +450,7 @@ SHADER_VERSION_LABEL \ screen.Water = Dirt_Amount [Water_fog_color] \ MINIMUM_WATER_ABSORBANCE SNELLS_WINDOW \ WATER_WAVE_SPEED Water_Top_Layer \ - WATER_WAVE_STRENGTH \ + WATER_WAVE_STRENGTH WAVE_DETAIL \ \ WATER_INTERACTION [WATER_SIM_DISCLAIMER] \ WATER_SIM_SCALE WATER_SIM_DISTANCE \ @@ -538,7 +538,7 @@ SHADER_VERSION_LABEL \ screen.the_end_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B screen.selection_box_outline.columns = 1 - screen.selection_box_outline = SELECT_BOX SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B + screen.selection_box_outline = SELECT_BOX RAINBOW_SELECT_BOX SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B screen.scene_controller.columns = 4 screen.scene_controller = \