mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
do stupid thing
This commit is contained in:
@ -27,22 +27,24 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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shadowPlayer = true
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#endif
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#if defined TRANSLUCENT_ENTITIES && defined IS_IRIS
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separateEntityDraws = true
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program.gbuffers_entities_translucent.enabled = true
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program.gbuffers_block_translucent.enabled = true
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blend.gbuffers_entities_translucent = off
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blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#ifdef TRANSLUCENT_ENTITIES
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separateEntityDraws = true
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#else
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separateEntityDraws = false
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program.gbuffers_entities_translucent.enabled = IS_IRIS
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program.gbuffers_block_translucent.enabled = IS_IRIS
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separateEntityDraws = true
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#endif
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program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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#if defined DISTANT_HORIZONS && defined IS_IRIS
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#if defined DISTANT_HORIZONS_SHADOWMAP
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@ -51,15 +53,15 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
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dhShadow.enabled = false
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#endif
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program.dh_terrain.enabled = true
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program.dh_water.enabled = true
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program.world0/dh_terrain.enabled = true
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program.world0/dh_water.enabled = true
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blend.dh_terrain = off
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blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#else
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dhShadow.enabled = false
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program.dh_terrain.enabled = false
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program.dh_water.enabled = false
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program.world0/dh_terrain.enabled = false
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program.world0/dh_water.enabled = false
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#endif
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program.composite5.enabled = TAA_UPSCALING
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@ -69,42 +71,46 @@ program.composite5.enabled = TAA_UPSCALING
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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# terrible blending for shadows on purpose
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blend.shadow = SRC_COLOR ZERO ONE ZERO
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blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_armor_glint = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_armor_glint = ONE ONE ONE ZERO
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blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_beaconbeam = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_entities_translucent = SRC_ALPHA ZERO ONE ZERO
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blend.gbuffers_spidereyes = ONE ONE ONE ONE
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blend.gbuffers_skytextured = ONE ONE ONE ZERO
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.shadow = SRC_COLOR ZERO ONE ZERO
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# Disable blending
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blend.gbuffers_terrain = off
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blend.gbuffers_hand = off
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blend.gbuffers_block = off
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blend.gbuffers_entities = off
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blend.gbuffers_beaconbeam = off
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blend.gbuffers_damagedblock = off
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# this is important for refraction and glass tint to work correctly
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blend.gbuffers_water.colortex11 = off
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blend.gbuffers_hand_water.colortex11 = off
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blend.gbuffers_entities_translucent.colortex11 = off
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blend.composite.colortex12 = off
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blend.composite.colortex13 = off
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blend.composite.colortex14 = off
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# Alpha test
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alphaTest.shadow = GREATER 0.1
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alphaTest.gbuffers_entities = GREATER 0.1
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alphaTest.gbuffers_terrain = GREATER 0.1
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alphaTest.gbuffers_hand = GREATER 0.1
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alphaTest.gbuffers_armor_glint=false
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alphaTest.gbuffers_weather=false
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alphaTest.gbuffers_water=false
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alphaTest.gbuffers_skybasic=false
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alphaTest.gbuffers_skytextured=false
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alphaTest.gbuffers_weather = false
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alphaTest.gbuffers_water = false
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alphaTest.gbuffers_skybasic = false
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alphaTest.gbuffers_skytextured = false
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sliders = MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_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 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 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 CONTRAST EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed 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 AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size 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 SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture 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_Strength 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
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sliders = sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_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 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 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 CONTRAST EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed 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 AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size 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 SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture 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_Strength 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
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screen.columns=2
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screen = \
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@ -126,13 +132,13 @@ BLISS_SHADERS <empty> \
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######## LIGHTING
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### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light = TRANSLUCENT_COLORED_SHADOWS [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance [LPV]
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance
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screen.Shadows.columns=1
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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screen.Shadows = TRANSLUCENT_COLORED_SHADOWS SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance OPTIMIZED_SHADOW_DISTANCE
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screen.Subsurface_Scattering.columns=1
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screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
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screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
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screen.Filtering.columns=1
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screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
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@ -142,7 +148,7 @@ BLISS_SHADERS <empty> \
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### AMBIENT LIGHT
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screen.Ambient_light.columns=1
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screen.Ambient_light = [Torch_Colors] [Ambient_Colors] \
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screen.Ambient_light = [LPV] [Torch_Colors] [Ambient_Colors] \
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MIN_LIGHT_AMOUNT indirect_effect \
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<empty> <empty> \
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AO_Strength GI_Strength \
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@ -169,7 +175,6 @@ BLISS_SHADERS <empty> \
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### FloodFill
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screen.LPV.columns = 1
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screen.LPV = LPV_ENABLED LPV_SIZE LPV_NORMAL_OFFSET LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES
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######## WORLD
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screen.World.columns=1
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screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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@ -315,7 +320,7 @@ BLISS_SHADERS <empty> \
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######## MISC SETTINGS
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screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES
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screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES OLD_BLOOM
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screen.the_orb.columns = 1
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screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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@ -358,36 +363,19 @@ BLISS_SHADERS <empty> \
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######## weather profiles.
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variable.int.maxDays = 2
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variable.int.DayCounter = worldDay - maxDays * floor(worldDay / maxDays)
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# in seconds...
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variable.int.WeatherTransitionTime = 1
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variable.float.LAYER0_coverage = smooth(if( \
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DayCounter == 0, 0.5, \
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1.3 ), WeatherTransitionTime, WeatherTransitionTime)
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variable.float.LAYER0_denisty = smooth(if( \
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DayCounter == 0, 0.5, \
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0.5 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.vec2.LAYER0_params = vec2(LAYER0_coverage, LAYER0_denisty)
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uniform.float.EXAMPLE = smooth(if(DayCounter == 0, 5.0, 0.0 ), 5, 5)
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uniform.float.Cumulus_Cov = smooth(if( \
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DayCounter == 0, 5.0, \
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DayCounter == 1, 0.0, \
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DayCounter == 2, 0.0, \
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DayCounter == 3, 0.0, \
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DayCounter == 4, 0.0, \
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DayCounter == 5, 0.0, \
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DayCounter == 6, 0.0, \
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DayCounter == 7, 0.0, \
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DayCounter == 9, 0.0, \
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moonPhase == 0, 5.0, \
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moonPhase == 1, 0.0, \
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moonPhase == 2, 0.0, \
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moonPhase == 3, 0.0, \
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moonPhase == 4, 0.0, \
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moonPhase == 5, 0.0, \
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moonPhase == 6, 0.0, \
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moonPhase == 7, 0.0, \
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moonPhase == 9, 0.0, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Alto_Cov = smooth(if( \
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@ -410,45 +398,6 @@ uniform.float.Alto_Den = smooth(if( \
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moonPhase == 6, 0.05, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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# uniform.float.Cumulus_Cov = smooth(if( \
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# moonPhase == 0, 0.7, \
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# moonPhase == 1, 0.9, \
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# moonPhase == 2, 0.0, \
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# moonPhase == 3, 0.8, \
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# moonPhase == 4, 0.0, \
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# moonPhase == 5, 1.2, \
|
||||
# moonPhase == 6, 0.6, \
|
||||
# 0.0 ), WeatherTransitionTime, WeatherTransitionTime)
|
||||
|
||||
# uniform.float.Alto_Cov = smooth(if( \
|
||||
# moonPhase == 0, 0.1, \
|
||||
# moonPhase == 1, 1.0, \
|
||||
# moonPhase == 2, 1.0, \
|
||||
# moonPhase == 3, 0.3, \
|
||||
# moonPhase == 4, 0.3, \
|
||||
# moonPhase == 5, 0.0, \
|
||||
# moonPhase == 6, 1.5, \
|
||||
# 0.0 ), WeatherTransitionTime, WeatherTransitionTime)
|
||||
|
||||
# uniform.float.Alto_Den = smooth(if( \
|
||||
# moonPhase == 0, 0.1, \
|
||||
# moonPhase == 1, 0.25, \
|
||||
# moonPhase == 2, 0.1, \
|
||||
# moonPhase == 3, 0.7, \
|
||||
# moonPhase == 4, 0.7, \
|
||||
# moonPhase == 5, 0.0, \
|
||||
# moonPhase == 6, 0.05, \
|
||||
# 0.0 ), WeatherTransitionTime, WeatherTransitionTime)
|
||||
|
||||
|
||||
uniform.float.Uniform_Den = smooth(if( \
|
||||
moonPhase == 0, 0, \
|
||||
moonPhase == 1, 0, \
|
||||
@ -469,10 +418,6 @@ uniform.float.Cloudy_Den = smooth(if( \
|
||||
moonPhase == 6, 50, \
|
||||
0 ), WeatherTransitionTime, WeatherTransitionTime)
|
||||
|
||||
# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
|
||||
# uniform.float.EndSequence1 = smooth(if(hideGUI == 1, 1.0, 0.0), 30, 0)
|
||||
# uniform.float.EndSequence2 = smooth(if(EndSequence1 > 0.95, 1.0, 0.0), 1.25, 0)
|
||||
|
||||
# thank you sixthsurge!
|
||||
#ifdef LIGHTNING_FLASH
|
||||
#ifdef IS_IRIS
|
||||
@ -486,8 +431,6 @@ uniform.float.Cloudy_Den = smooth(if( \
|
||||
|
||||
uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash)
|
||||
|
||||
|
||||
|
||||
###################################
|
||||
####### BIOME RELATED STUFF #######
|
||||
###################################
|
||||
@ -533,14 +476,6 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
|
||||
####### RANDOM STUFF #######
|
||||
############################
|
||||
|
||||
|
||||
# float Currenthealth = currentPlayerHealth * maxPlayerHealth;
|
||||
# bool isDead = Currenthealth < 1 && currentPlayerHealth > -1;
|
||||
# bool oneHeart = Currenthealth <= 2 && currentPlayerHealth > -1;
|
||||
# bool threeHeart = Currenthealth <= 6 && currentPlayerHealth > -1;
|
||||
|
||||
|
||||
|
||||
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
|
||||
#ifdef IS_IRIS
|
||||
variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth
|
||||
@ -553,8 +488,6 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
|
||||
uniform.float.hurt = smooth(if(is_hurt,1,0),0.0,0.5)
|
||||
#endif
|
||||
|
||||
# uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
|
||||
|
||||
# photon stuff
|
||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
||||
@ -646,4 +579,4 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
||||
program.world1/shadowcomp.enabled = false
|
||||
program.world0/shadowcomp.enabled = false
|
||||
program.world-1/shadowcomp.enabled = false
|
||||
#endif
|
||||
#endif
|
Reference in New Issue
Block a user