Add Shader Grass randomness strength setting, add handheld shadows quality setting, add seperate thunder ambient light color settings, fix Purkinje effect not working correctly, (hopefully) fix shader grass flicker on AMD, make rain ambient light brighter, fix compile error in end

This commit is contained in:
Merlin1809
2025-10-13 15:14:38 +02:00
parent 5c67cd312a
commit fe2daed724
8 changed files with 80 additions and 41 deletions
+18 -4
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@@ -116,7 +116,21 @@ vec3 calculateNormal(vec3 v0, vec3 v1, vec3 v2) {
return normalize(vec3(normal.x, normal.y, normal.z)); return normalize(vec3(normal.x, normal.y, normal.z));
} }
float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float rand(vec2 co) {
vec2 i = floor(co);
vec2 f = fract(co);
float a = fract(sin(dot(i, vec2(12.9898, 78.233))) * 43758.5453);
float b = fract(sin(dot(i + vec2(0.06, 0.0), vec2(12.9898, 78.233))) * 43758.5453);
float c = fract(sin(dot(i + vec2(0.0, 0.13), vec2(12.9898, 78.233))) * 43758.5453);
float d = fract(sin(dot(i + vec2(0.16, 0.1), vec2(12.9898, 78.233))) * 43758.5453);
f = f * f * (3.0 - 2.0 * f);
float ab = mix(a, b, f.x);
float cd = mix(c, d, f.x);
return mix(ab, cd, f.y);
}
void main() { void main() {
@@ -263,9 +277,9 @@ void main() {
vec2 Wvertex = gl_in[0].gl_Position.xz+cameraPosition.xz; vec2 Wvertex = gl_in[0].gl_Position.xz+cameraPosition.xz;
// otherwise it flickers... (but this gives a little clumping effect so it's nice too I guess) // otherwise it flickers... (but this gives a little clumping effect so it's nice too I guess)
Wvertex = floor(Wvertex * 20.0) / 20.0; Wvertex = floor(Wvertex * 25.0) / 25.0;
vec2 randomDir = 2.0*vec2(rand(vec2(Wvertex.x, 2.*Wvertex.y)), rand(2.125*vec2(-Wvertex.x, 2.*Wvertex.y)))-1.0; vec2 randomDir = 2.0*vec2(rand(10.0*vec2(Wvertex.x, 2.*Wvertex.y)), rand(20.0*vec2(-Wvertex.x, 2.*Wvertex.y)))-1.0;
// vertex.xz -= 0.05*randomDir; // vertex.xz -= 0.05*randomDir;
@@ -317,7 +331,7 @@ void main() {
vec3 verticies[3]; vec3 verticies[3];
vec2 totalRandBend = 0.35*randomDir + edgeBlend; vec2 totalRandBend = GRASS_RANDOMNESS*randomDir + edgeBlend;
for (i = 0; i < 3; i++) for (i = 0; i < 3; i++)
{ {
+1 -1
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@@ -1,6 +1,6 @@
#include "/lib/settings.glsl" #include "/lib/settings.glsl"
#ifdef CUSTOM_MOON_ROTATION #if defined CUSTOM_MOON_ROTATION || (defined END_SHADER && defined END_ISLAND_LIGHT)
#include "/lib/SSBOs.glsl" #include "/lib/SSBOs.glsl"
#endif #endif
+1 -1
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@@ -248,7 +248,7 @@ float mixhistory = 0.06;
/// --- STORE COLOR LUT --- /// /// --- STORE COLOR LUT --- ///
/////////////////////////////// ///////////////////////////////
#ifdef SeparateAmbientColorRain #ifdef SeparateAmbientColorRain
vec3 AmbientLightTint = mix(vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B), vec3(AmbientLightRain_R, AmbientLightRain_G, AmbientLightRain_B), rainStrength*noPuddleAreas); vec3 AmbientLightTint = mix(vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B), mix(vec3(AmbientLightRain_R, AmbientLightRain_G, AmbientLightRain_B), vec3(AmbientLightThunder_R, AmbientLightThunder_G, AmbientLightThunder_B), thunderStrength), rainStrength*noPuddleAreas);
#else #else
vec3 AmbientLightTint = vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B); vec3 AmbientLightTint = vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B);
#endif #endif
@@ -1,6 +1,6 @@
#include "/lib/settings.glsl" #include "/lib/settings.glsl"
#ifdef CUSTOM_MOON_ROTATION #if defined CUSTOM_MOON_ROTATION || (defined END_SHADER && defined END_ISLAND_LIGHT)
#include "/lib/SSBOs.glsl" #include "/lib/SSBOs.glsl"
#endif #endif
+15 -8
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@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 4.1.2 value.SHADER_VERSION_LABEL.482 = 4.2.0
# if you're here to translate, this is not a joke, these do what they say # if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato profile.POTATO=§4Potato
@@ -136,6 +136,7 @@ screen.Foliage = Foliage
value.GRASS_QUALITY.2 = High value.GRASS_QUALITY.2 = High
option.GRASS_RANGE = Grass Maximum Range option.GRASS_RANGE = Grass Maximum Range
option.GRASS_WAVY_STRENGTH = Grass Waving Strength option.GRASS_WAVY_STRENGTH = Grass Waving Strength
option.GRASS_RANDOMNESS = Grass Randomness Strength
screen.Direct_Light = Direct Light screen.Direct_Light = Direct Light
screen.Shadows = Shadows screen.Shadows = Shadows
@@ -240,6 +241,9 @@ screen.Direct_Light = Direct Light
option.VANILLA_LIGHTMAP_MASK = Vanilla Lightmap Mask option.VANILLA_LIGHTMAP_MASK = Vanilla Lightmap Mask
option.LPV_HANDHELD_SHADOWS = Handheld Shadows option.LPV_HANDHELD_SHADOWS = Handheld Shadows
option.LPV_HANDHELD_SHADOWS_STRENGTH = Handheld Shadows Strength option.LPV_HANDHELD_SHADOWS_STRENGTH = Handheld Shadows Strength
option.LPV_HANDHELD_SHADOWS_QUALITY = Handheld Shadows Quality
value.LPV_HANDHELD_SHADOWS_QUALITY.0 = Low
value.LPV_HANDHELD_SHADOWS_QUALITY.1 = High
screen.Ambient_light = Ambient Light screen.Ambient_light = Ambient Light
@@ -270,13 +274,16 @@ screen.Ambient_light = Ambient Light
option.AmbientLight_R = Red Amount option.AmbientLight_R = Red Amount
option.AmbientLight_G = Green Amount option.AmbientLight_G = Green Amount
option.AmbientLight_B = Blue Amount option.AmbientLight_B = Blue Amount
option.SeparateAmbientColorRain = Separate Ambient Light Color during Rain option.SeparateAmbientColorRain = Separate Ambient Light Color during Rain/Thunder
option.AmbientLightRain_R = Red Amount (Rain) option.AmbientLightRain_R = Red (Rain)
option.AmbientLightRain_G = Green Amount (Rain) option.AmbientLightRain_G = Green (Rain)
option.AmbientLightRain_B = Blue Amount (Rain) option.AmbientLightRain_B = Blue (Rain)
option.AmbientLightEnd_R = Red Amount (End) option.AmbientLightThunder_R = Red (Thunder)
option.AmbientLightEnd_G = Green Amount (End) option.AmbientLightThunder_G = Green (Thunder)
option.AmbientLightEnd_B = Blue Amount (End) option.AmbientLightThunder_B = Blue (Thunder)
option.AmbientLightEnd_R = Red (End)
option.AmbientLightEnd_G = Green (End)
option.AmbientLightEnd_B = Blue (End)
option.ambient_colortype = Coloring Type option.ambient_colortype = Coloring Type
value.ambient_colortype.0 = Temperature value.ambient_colortype.0 = Temperature
value.ambient_colortype.1 = RGB value.ambient_colortype.1 = RGB
+8 -2
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@@ -13,7 +13,13 @@
NdotL = smoothstep(0.0, 0.2, abs(NdotL)); NdotL = smoothstep(0.0, 0.2, abs(NdotL));
float shadows = 1.0; float shadows = 1.0;
float samples = 10.0; #if LPV_HANDHELD_SHADOWS_QUALITY == 0
float samples = 10.0;
float div = 0.0015;
#else
float samples = 20.0;
float div = 0.0005;
#endif
float _near = near; float _far = far*4.0; float _near = near; float _far = far*4.0;
@@ -28,7 +34,7 @@
float rayLength = ((viewPos.z + lightDir.z * _far * sqrt(3.)) > -_near) ? (-_near - viewPos.z) / lightDir.z : _far * sqrt(3.); float rayLength = ((viewPos.z + lightDir.z * _far * sqrt(3.)) > -_near) ? (-_near - viewPos.z) / lightDir.z : _far * sqrt(3.);
vec3 direction = toClipSpace3_DH(viewPos + lightDir*rayLength, depthCheck) - position; vec3 direction = toClipSpace3_DH(viewPos + lightDir*rayLength, depthCheck) - position;
direction.xyz = direction.xyz / max(max(abs(direction.x)/0.0015, abs(direction.y)/0.0015),400.0); //fixed step size direction.xyz = direction.xyz / max(max(abs(direction.x)/div, abs(direction.y)/div),400.0); //fixed step size
direction *= 6.0; direction *= 6.0;
position.xy *= RENDER_SCALE; position.xy *= RENDER_SCALE;
+12 -8
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@@ -94,9 +94,13 @@ const float WATER_SIM_FRAMETIME = 1.0/float(WATER_SIM_FRAMERATE);
#define AmbientLight_B 1.0 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLight_B 1.0 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define SeparateAmbientColorRain #define SeparateAmbientColorRain
#define AmbientLightRain_R 0.15 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLightRain_R 0.5 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightRain_G 0.15 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLightRain_G 0.5 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightRain_B 0.125 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLightRain_B 0.4 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightThunder_R 0.25 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightThunder_G 0.25 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightThunder_B 0.2 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightEnd_R 0.3 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLightEnd_R 0.3 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLightEnd_G 0.35 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] #define AmbientLightEnd_G 0.35 // [0.0 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 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
@@ -727,8 +731,7 @@ const vec3 HIGHLIGHTS_TARGET = length(vec3(HIGHLIGHTS_GRADE_R, HIGHLIGHTS_GRADE_
#define EXPOSURE_DARKENING 1.0 // [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 EXPOSURE_DARKENING 1.0 // [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 EXPOSURE_BRIGHTENING 1.0 // [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 EXPOSURE_BRIGHTENING 1.0 // [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 Fake_purkinje #define Purkinje_strength 100 // [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 91 92 93 94 95 96 97 98 99 100]
#define Purkinje_strength 1.0 // [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 Purkinje_R 0.4 // [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 Purkinje_R 0.4 // [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 Purkinje_G 0.7 // [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 Purkinje_G 0.7 // [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 Purkinje_B 1.0 // [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 Purkinje_B 1.0 // [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]
@@ -972,6 +975,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define GRASS_RANGE 40.0 // [10.0 12.5 15.0 17.5 20.0 22.5 25.0 27.5 30.0 32.5 35.0 37.5 40.0 42.5 45.0 47.5 50.0 60.0 70.0 80.0 90.0 100.0] #define GRASS_RANGE 40.0 // [10.0 12.5 15.0 17.5 20.0 22.5 25.0 27.5 30.0 32.5 35.0 37.5 40.0 42.5 45.0 47.5 50.0 60.0 70.0 80.0 90.0 100.0]
#define GRASS_WAVY_STRENGTH 1.0 // [0.1 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0] #define GRASS_WAVY_STRENGTH 1.0 // [0.1 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0]
#define GRASS_RANDOMNESS 0.5 // [0.0 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]
/////////////////////////////////////////// ///////////////////////////////////////////
// ----- DISTANT HORIZONS SETTINGS ----- // // ----- DISTANT HORIZONS SETTINGS ----- //
/////////////////////////////////////////// ///////////////////////////////////////////
@@ -1015,9 +1020,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define LPV_REDSTONE_LIGHTS #define LPV_REDSTONE_LIGHTS
//#define LPV_COLORED_CANDLES //#define LPV_COLORED_CANDLES
#define LPV_VL_FOG_ILLUMINATION 1 // [0 1 2] #define LPV_VL_FOG_ILLUMINATION 1 // [0 1 2]
#define LPV_VL_FOG_ILLUMINATION_BRIGHTNESS 100 // [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]] #define LPV_VL_FOG_ILLUMINATION_BRIGHTNESS 60 // [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]]
// #define LPV_VL_FOG_ILLUMINATION_NETHER
// #define LPV_VL_FOG_ILLUMINATION_END
// Fix for making nether/end work until next Iris release to fix shadow matrices // Fix for making nether/end work until next Iris release to fix shadow matrices
//#define LPV_NOSHADOW_HACK //#define LPV_NOSHADOW_HACK
@@ -1041,6 +1044,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define LPV_HANDHELD_SHADOWS #define LPV_HANDHELD_SHADOWS
#define LPV_HANDHELD_SHADOWS_STRENGTH 0.95 // [0.75 0.775 0.8 0.825 0.85 0.875 0.9 0.925 0.95 0.975 1.0] #define LPV_HANDHELD_SHADOWS_STRENGTH 0.95 // [0.75 0.775 0.8 0.825 0.85 0.875 0.9 0.925 0.95 0.975 1.0]
#define LPV_HANDHELD_SHADOWS_QUALITY 0 // [0 1]
#ifdef LPV_HANDHELD_SHADOWS #ifdef LPV_HANDHELD_SHADOWS
#endif #endif
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