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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 13:03:06 +08:00
Add 7 profiles. Fix oopsie doospies
This commit is contained in:
@@ -378,29 +378,27 @@ void main() {
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vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z, DH_depth1);
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float depth = z;
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#ifdef DISTANT_HORIZONS
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float _near = near;
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float _far = far*4.0;
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if (depth >= 1.0) {
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depth = DH_depth1;
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_near = dhNearPlane;
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_far = dhFarPlane;
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}
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depth = linearizeDepthFast(depth, _near, _far);
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depth = depth / dhFarPlane;
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#endif
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if(depth < 1.0)
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gl_FragData[2] = vec4(vec3(0.0), depth * depth * 65000.0);
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else
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gl_FragData[2] = vec4(vec3(0.0), 65000.0);
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#if defined DENOISE_SSS_AND_SSAO && indirect_effect == 1
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float depth = z;
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#ifdef DISTANT_HORIZONS
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float _near = near;
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float _far = far*4.0;
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if (depth >= 1.0) {
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depth = DH_depth1;
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_near = dhNearPlane;
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_far = dhFarPlane;
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}
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depth = linearizeDepthFast(depth, _near, _far);
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depth = depth / dhFarPlane;
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#endif
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if(depth < 1.0)
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gl_FragData[2] = vec4(vec3(0.0), depth * depth * 65000.0);
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else
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gl_FragData[2] = vec4(vec3(0.0), 65000.0);
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vec3 FlatNormals = normalize(texture2D(colortex15,texcoord).rgb * 2.0 - 1.0);
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if(z >= 1.0) FlatNormals = normal;
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@@ -1092,46 +1092,43 @@ void main() {
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#endif
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//////////////////////////////// SUN SSS ////////////////////////////////
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#if SSS_TYPE != 0
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float sunSSS_density = LabSSS;
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float SSS_shadow = ShadowAlpha;
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#ifdef DISTANT_HORIZONS
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shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, max(far-32.0,32.0)),0.0)*5.0,1.0));
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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if(entities) sunSSS_density = 0.0;
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#endif
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#ifdef SCREENSPACE_CONTACT_SHADOWS
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vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), interleaved_gradientNoise_temporal(), sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand);
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// combine shadowmap with a minumum shadow determined by the screenspace shadows.
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shadowColor *= SS_directLight.r;
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ShadowBlockerDepth = max(ShadowBlockerDepth, SS_directLight.g*(1.0-shadowMapFalloff2));
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#else
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ShadowBlockerDepth = max(ShadowBlockerDepth, (1.0-shadowMapFalloff2) * 10.0);
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#endif
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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SSSColor = tintedSunlight;
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#else
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SSSColor = DirectLightColor;
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#endif
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SSSColor *= SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), SSS_shadow, shadowMapFalloff2);
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if(isEyeInWater != 1) SSSColor *= lightLeakFix;
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float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
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shadowColor *= cloudShadows;
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SSSColor *= cloudShadow*cloudShadows;
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float sunSSS_density = LabSSS;
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float SSS_shadow = ShadowAlpha;
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#ifdef DISTANT_HORIZONS
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shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, max(far-32.0,32.0)),0.0)*5.0,1.0));
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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if(entities) sunSSS_density = 0.0;
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#endif
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#ifdef SCREENSPACE_CONTACT_SHADOWS
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vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), interleaved_gradientNoise_temporal(), sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand);
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// combine shadowmap with a minumum shadow determined by the screenspace shadows.
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shadowColor *= SS_directLight.r;
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ShadowBlockerDepth = max(ShadowBlockerDepth, SS_directLight.g*(1.0-shadowMapFalloff2));
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#else
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ShadowBlockerDepth = max(ShadowBlockerDepth, (1.0-shadowMapFalloff2) * 10.0);
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#endif
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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SSSColor = tintedSunlight;
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#else
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SSSColor = DirectLightColor;
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#endif
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SSSColor *= SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), SSS_shadow, shadowMapFalloff2);
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if(isEyeInWater != 1) SSSColor *= lightLeakFix;
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float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
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shadowColor *= cloudShadows;
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SSSColor *= cloudShadow*cloudShadows;
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#endif
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#ifdef END_SHADER
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+15
-5
@@ -2,8 +2,13 @@ option.SHADER_VERSION_LABEL = Bliss In-Dev Version
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prefix.SHADER_VERSION_LABEL = COMMIT #
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# if you're here to translate, this is a joke, these don't do what they say
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profile.QUALITY=Quality
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profile.PERFORMANCE=Performance
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profile.POTATO=§4Potato
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profile.VERY_LOW=§cVery Low
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profile.LOW=§aLow
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profile.MEDIUM=§2Medium
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profile.HIGH=§bHigh
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profile.VERY_HIGH=§9Very High
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profile.ULTRA=§dUltra
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option.OLD_LIGHTLEAK_FIX = Lightleak Fix
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option.CAVE_DETECTION = Cave detection
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@@ -154,6 +159,7 @@ screen.Ambient_light = Ambient Light
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value.indirect_effect.2 = GTAO
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value.indirect_effect.3 = RTAO
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value.indirect_effect.4 = SSGI
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option.RAY_COUNT = RT Ray Count
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option.HANDHELD_LIGHT_RANGE = Handheld Light Range
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screen.Ambient_Colors = Ambient Light Color
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@@ -172,8 +178,9 @@ screen.Ambient_light = Ambient Light
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screen.Fog = Fog Settings
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option.VL_RENDER_RESOLUTION = Fog Resolution Scaling
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option.VL_RENDER_RESOLUTION = Volumetric Resolution Scaling
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option.VL_SAMPLES = Fog Samples
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option.FOG_START_HEIGHT = Fog Start Height
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option.BLOOMY_FOG = Bloomy Fog Multiplier
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option.Haze_amount = Atmospheric Haze Density
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option.RainFog_amount = Rain Fog Multiplier
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@@ -453,6 +460,7 @@ screen.Climate = Climate Settings
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option.DARKFOREST_B = Blue Amount
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screen.World = World
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screen.Sky_coefficients = Sky Coefficients
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screen.Water = Water Settings
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option.WATER_REFLECTIONS = Specular Reflections for Water
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option.SCREENSPACE_REFLECTIONS = Screen-Space Reflections
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@@ -460,12 +468,16 @@ screen.World = World
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option.WATER_SUN_SPECULAR = Sun/Moon Reflections
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option.WATER_BACKGROUND_SPECULAR = Sky/Fog Reflections
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option.FAKE_REFRACTION_EFFECT = Refraction In Water/Glass
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option.FAKE_DISPERSION_EFFECT = Dispersion In Water
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option.REFRACTION_SMUDGE = Refraction Smudge
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option.Dirt_Amount = Dirt Amount
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option.Water_Top_Layer = Ocean Y coordinate
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option.WATER_WAVE_STRENGTH = Wave Strength
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option.WATER_WAVE_SPEED = Wave Speed
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option.SNELLS_WINDOW = Snell's Window
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option.MINIMUM_WATER_ABSORBANCE = Minimum Water Absorbance
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value.MINIMUM_WATER_ABSORBANCE.-1 = AUTO
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option.WATER_SUN_REFLECTION_STRENGTH = Water Sun Reflection Strength
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screen.Water_fog_color = Water Fog Settings
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option.Dirt_Scatter_R = Scatter Red (dirt)
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@@ -732,8 +744,6 @@ screen.World.comment = Configure settings for various things that happen in the
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screen.Water_fog_color.comment = Configure colors of the water fog.
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option.WATER_SUN_REFLECTION_STRENGTH = Water sun reflection strength
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screen.World_Effects = World Weather Effects
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option.Puddles = Puddles
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option.Puddle_Size = Puddle Size Multiplier
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@@ -13,4 +13,4 @@
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#endif
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#define BLOOM_QUALITY 0.5 // Reduces the resolution at which bloom is computed. (0.5 = half of default resolution) [0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1. ]
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#define VL_RENDER_RESOLUTION 0.5 // Reduces the resolution at which volumetric fog is computed. (0.5 = half of default resolution) [0.25 0.5 1.0]
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#define VL_RENDER_RESOLUTION 0.5 // Reduces the resolution at which volumetric fog is computed. (0.5 = half of default resolution) [0.25 0.5 0.75 1.0]
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+16
-16
@@ -120,7 +120,7 @@ const float ambientOcclusionLevel = 1.0; // this controls vanilla minecrafts amb
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const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 ]
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const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192]
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const int shadowMapResolution = 1536; // [512 768 1024 1536 2048 3172 4096 8192]
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const float shadowDistance = 128.0; // [32.0 48.0 64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 512.0 768.0 1024.0 1536.0 2048.0 4096.0 8192.0]
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const float shadowDistanceRenderMul = 1.0;
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@@ -152,7 +152,7 @@ const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.
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//////////////////////////////////////
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#define TOGGLE_VL_FOG
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#define VL_SAMPLES 8 // [4 6 8 10 12 14 16 20 24 30 40 50]
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#define VL_SAMPLES 6 // [4 6 8 10 12 14 16 20 24 30 40 50]
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#define FOG_START_HEIGHT 60 // [-200 -190 -180 -170 -160 -150 -130 -120 -110 -100 -90 -80 -70 -60 -50 -40 -30 -20 -10 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200]
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@@ -281,15 +281,15 @@ const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.
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// #define Porosity
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#define Puddles // yes
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//#define Puddles // yes
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#define Puddle_Size 1.0 // [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
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#define Puddle_Reflection_Strength 0.9 // [0.7 0.75 0.8 0.85 0.9 0.95 1.0]
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#define ShaderSnow 1 // [0 1 2 3]
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#define ShaderSnow 0 // [0 1 2 3]
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#define ShaderSnowStrength 1.0 // [0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
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#define RIPPLE_WATER
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#define RIPPLE_PUDDLES
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// #define RIPPLE_PUDDLES
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#define RIPPLE_INTENSITY 0.85 // [0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
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#define RIPPLE_STRENGTH 1.0 // [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 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
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@@ -373,20 +373,20 @@ uniform int moonPhase;
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#define CLOUD_SHADOW_STRENGTH 1.0 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define CloudLayer0
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#define CloudLayer0_coverage 0.7 // [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]
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#define CloudLayer0_coverage 0.9 // [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]
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#define CloudLayer0_density 0.8 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
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#define CloudLayer0_height 500.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
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#define CloudLayer0_tallness 170.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
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#define CloudLayer0_tallness 180.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
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#define CloudLayer0_scale 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]
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#define CloudLayer1
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#define CloudLayer1_coverage 0.7 // [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]
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#define CloudLayer1_coverage 0.9 // [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]
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#define CloudLayer1_density 0.8 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CloudLayer1_height 800.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
|
||||
#define CloudLayer1_tallness 300.0 // [0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
|
||||
#define CloudLayer1_scale 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]
|
||||
|
||||
#define CUMULONIMBUS
|
||||
// #define CUMULONIMBUS
|
||||
#define CUMULONIMBUS_LIGHTNING
|
||||
#define CUMULONIMBUS_LIGHTNING_BRIGHTNESS 100.0 // [25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 105.0 110.0 115.0 120.0 125.0 130.0 135.0 140.0 145.0 150.0 155.0 160.0 165.0 170.0 175.0 180.0 185.0 190.0 195.0 200.0]
|
||||
#define CUMULONIMBUS_LIGHTNING_DELAY 0.5 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 2.25 2.5 2.75 3.0 3.5 4.0 4.5 5.0 6.0 7.0 8.0 9.0 10.0]
|
||||
@@ -401,14 +401,14 @@ uniform int moonPhase;
|
||||
#define CUSTOM_LIGHTNING_TEX 0 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16]
|
||||
|
||||
#define CloudLayer2
|
||||
#define CloudLayer2_coverage 0.3 // [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]
|
||||
#define CloudLayer2_coverage 0.6 // [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]
|
||||
#define CloudLayer2_density 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CloudLayer2_height 2250.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
|
||||
#define CloudLayer2_height 5000.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0]
|
||||
#define CloudLayer2_scale 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]
|
||||
|
||||
#define CloudLayer3
|
||||
#define CloudLayer3_coverage 0.1 // [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3]
|
||||
#define CloudLayer3_density 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
// #define CloudLayer3
|
||||
#define CloudLayer3_coverage 0.07 // [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3]
|
||||
#define CloudLayer3_density 0.07 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define CloudLayer3_height 7000.0 // [-300.0 -290.0 -280.0 -270.0 -260.0 -250.0 -240.0 -230.0 -220.0 -210.0 -200.0 -190.0 -180.0 -170.0 -160.0 -150.0 -140.0 -130.0 -120.0 -110.0 -100.0 -90.0 -80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -20.0 -10.0 0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 110.0 120.0 130.0 140.0 150.0 160.0 170.0 180.0 190.0 200.0 210.0 220.0 230.0 240.0 250.0 260.0 270.0 280.0 290.0 300.0 310.0 320.0 330.0 340.0 350.0 360.0 370.0 380.0 390.0 400.0 410.0 420.0 430.0 440.0 450.0 460.0 470.0 480.0 490.0 500.0 510.0 520.0 530.0 540.0 550.0 560.0 570.0 580.0 590.0 600.0 700.0 800.0 900.0 1000.0 1250.0 1500.0 1750.0 2000.0 2250.0 2500.0 2750.0 3000.0 4000.0 5000.0 6000.0 7000.0]
|
||||
#define CloudLayer3_scale 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]
|
||||
|
||||
@@ -416,7 +416,7 @@ uniform int moonPhase;
|
||||
// #define RAYMARCH_CLOUDS_WITH_FOG
|
||||
#endif
|
||||
|
||||
#define Rain_coverage 0.3 // [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]
|
||||
#define Rain_coverage 0.4 // [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]
|
||||
#define Thunder_coverage 0.4 // [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]
|
||||
|
||||
#define fbmAmount 0.5 // [0.00 0.02 0.04 0.06 0.08 0.10 0.12 0.14 0.16 0.18 0.20 0.22 0.24 0.26 0.28 0.30 0.32 0.34 0.36 0.38 0.40 0.42 0.44 0.46 0.48 0.50 0.52 0.54 0.56 0.58 0.60 0.62 0.64 0.66 0.68 0.70 0.72 0.74 0.76 0.78 0.80 0.82 0.84 0.86 0.88 0.90 0.92 0.94 0.96 0.98 1.00 1.02 1.04 1.06 1.08 1.10 1.12 1.14 1.16 1.18 1.20 1.22 1.24 1.26 1.28 1.30 1.32 1.34 1.36 1.38 1.40 1.42 1.44 1.46 1.48 1.50 1.52 1.54 1.56 1.58 1.60 1.62 1.64 1.66 1.68 1.70 1.72 1.74 1.76 1.78 1.80 1.82 1.84 1.86 1.88 1.90 1.92 1.94 1.96 1.98 2.00 2.02 2.04 2.06 2.08 2.10 2.12 2.14 2.16 2.18 2.20 2.22 2.24 2.26 2.28 2.30 2.32 2.34 2.36 2.38 2.40 2.42 2.44 2.46 2.48 2.50 2.52 2.54 2.56 2.58 2.60 2.62 2.64 2.66 2.68 2.70 2.72 2.74 2.76 2.78 2.80 2.82 2.84 2.86 2.88 2.90 2.92 2.94 2.96 2.98 3.00]
|
||||
@@ -594,7 +594,7 @@ uniform int moonPhase;
|
||||
//#define USE_ACES_COLORSPACE_APPROXIMATION
|
||||
|
||||
#define CONTRAST_ADAPTATIVE_SHARPENING
|
||||
#define SHARPENING 0.35 // [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
|
||||
#define SHARPENING 0.45 // [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
|
||||
|
||||
#define SATURATION 0.00 // [-1.0 -0.98 -0.96 -0.94 -0.92 -0.9 -0.88 -0.86 -0.84 -0.82 -0.8 -0.78 -0.76 -0.74 -0.72 -0.7 -0.68 -0.66 -0.64 -0.62 -0.6 -0.58 -0.56 -0.54 -0.52 -0.5 -0.48 -0.46 -0.44 -0.42 -0.4 -0.38 -0.36 -0.34 -0.32 -0.3 -0.28 -0.26 -0.24 -0.22 -0.2 -0.18 -0.16 -0.14 -0.12 -0.1 -0.08 -0.06 -0.04 -0.02 0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 ]=
|
||||
#define CROSSTALK 0.0 // [-1.0 -0.98 -0.96 -0.94 -0.92 -0.9 -0.88 -0.86 -0.84 -0.82 -0.8 -0.78 -0.76 -0.74 -0.72 -0.7 -0.68 -0.66 -0.64 -0.62 -0.6 -0.58 -0.56 -0.54 -0.52 -0.5 -0.48 -0.46 -0.44 -0.42 -0.4 -0.38 -0.36 -0.34 -0.32 -0.3 -0.28 -0.26 -0.24 -0.22 -0.2 -0.18 -0.16 -0.14 -0.12 -0.1 -0.08 -0.06 -0.04 -0.02 0.0 0.02 0.04 0.06 0.08 0.1 0.12 0.14 0.16 0.18 0.2 0.22 0.24 0.26 0.28 0.3 0.32 0.34 0.36 0.38 0.4 0.42 0.44 0.46 0.48 0.5 0.52 0.54 0.56 0.58 0.6 0.62 0.64 0.66 0.68 0.7 0.72 0.74 0.76 0.78 0.8 0.82 0.84 0.86 0.88 0.9 0.92 0.94 0.96 0.98 1.0 ]
|
||||
|
||||
@@ -4,6 +4,13 @@
|
||||
#=============== EVERYTHING BELOW HERE IS NOT FOR CUSTOM SCENE CONTROLLER STUFF AND SHOULD NOT BE MODIFIED UNLESS YOU KNOW EXACTLY WHAT YOU ARE DOING ===============
|
||||
#====================================================================================================================================================================
|
||||
|
||||
profile.POTATO = !RIPPLE_PUDDLES !RIPPLE_WATER !Puddles ShaderSnow:0 !CUMULONIMBUS !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 VL_SAMPLES:4 !CLOUDS_SHADOWS !REALMOON shadowMapResolution:512 shadowDistance:64.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.7 SHARPENING:0.55 !TRANSLUCENT_COLORED_SHADOWS !FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.VERY_LOW = !RIPPLE_PUDDLES !RIPPLE_WATER !Puddles ShaderSnow:0 !CUMULONIMBUS !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 VL_SAMPLES:4 !CLOUDS_SHADOWS REALMOON shadowMapResolution:1024 shadowDistance:96.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.8 SHARPENING:0.5 !TRANSLUCENT_COLORED_SHADOWS !FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.LOW = !RIPPLE_PUDDLES !RIPPLE_WATER !Puddles ShaderSnow:0 !CUMULONIMBUS !CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:1 VL_SAMPLES:6 !CLOUDS_SHADOWS REALMOON shadowMapResolution:1536 shadowDistance:112.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.9 SHARPENING:0.45 !TRANSLUCENT_COLORED_SHADOWS FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.MEDIUM = !RIPPLE_PUDDLES RIPPLE_WATER !Puddles ShaderSnow:0 !CUMULONIMBUS CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 SAMPLES:6 CLOUDS_SHADOWS REALMOON shadowMapResolution:1536 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 !TRANSLUCENT_COLORED_SHADOWS FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.HIGH = RIPPLE_PUDDLES RIPPLE_WATER Puddles ShaderSnow:1 !CUMULONIMBUS CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 SAMPLES:8 CLOUDS_SHADOWS REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 !TRANSLUCENT_COLORED_SHADOWS FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.VERY_HIGH = RIPPLE_PUDDLES RIPPLE_WATER Puddles ShaderSnow:1 !CUMULONIMBUS CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:0.75 indirect_effect:1 SAMPLES:8 CLOUDS_SHADOWS REALMOON shadowMapResolution:2048 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 !TRANSLUCENT_COLORED_SHADOWS FORWARD_ENVIORNMENT_REFLECTION
|
||||
profile.ULTRA = RIPPLE_PUDDLES RIPPLE_WATER Puddles ShaderSnow:1 CUMULONIMBUS CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:1 SAMPLES:10 CLOUDS_SHADOWS REALMOON shadowMapResolution:3172 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 TRANSLUCENT_COLORED_SHADOWS FORWARD_ENVIORNMENT_REFLECTION
|
||||
|
||||
|
||||
clouds=off
|
||||
@@ -171,7 +178,7 @@ sliders = WATER_SUN_REFLECTION_STRENGTH RIPPLE_STRENGTH RIPPLE_INTENSITY CUSTOM_
|
||||
|
||||
screen.columns=2
|
||||
screen = \
|
||||
SHADER_VERSION_LABEL <empty> \
|
||||
SHADER_VERSION_LABEL <profile> \
|
||||
<empty> <empty> \
|
||||
[Direct_Light] [World] \
|
||||
[Ambient_light] [Fog] \
|
||||
@@ -198,7 +205,7 @@ SHADER_VERSION_LABEL <empty> \
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [LPV] [Torch_Colors] [Ambient_Colors] \
|
||||
MIN_LIGHT_AMOUNT indirect_effect \
|
||||
<empty> <empty> \
|
||||
RAY_COUNT <empty> \
|
||||
AO_Strength AO_in_sunlight GI_Strength \
|
||||
ambientOcclusionLevel HQ_SSGI \
|
||||
Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT \
|
||||
@@ -292,7 +299,7 @@ SHADER_VERSION_LABEL <empty> \
|
||||
### CLOUDS
|
||||
screen.Clouds.columns = 2
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS \
|
||||
CLOUDS_QUALITY CLOUD_SHADOW_STRENGTH \
|
||||
VL_RENDER_RESOLUTION CLOUD_SHADOW_STRENGTH \
|
||||
[DAILY_WEATHER] <empty> \
|
||||
Rain_coverage Thunder_coverage \
|
||||
Cloud_Speed <empty> \
|
||||
|
||||
Reference in New Issue
Block a user