LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.

FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
This commit is contained in:
Xonk
2024-05-04 21:08:24 -04:00
parent 343a68c816
commit 25a2284a60
70 changed files with 4096 additions and 1510 deletions

View File

@ -8,6 +8,8 @@ separateAo = true
rain.depth = false
beacon.beam.depth = true
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES SSBO
#if RESOURCEPACK_SKY == 2
sun=true
moon=true
@ -16,25 +18,33 @@ beacon.beam.depth = true
moon=false
#endif
#ifdef LPV_ENABLED
# shadow.enabled = true
shadow.culling = reversed
voxelizeLightBlocks = true
#endif
#ifndef RENDER_ENTITY_SHADOWS
shadowBlockEntities = false
shadowEntities = false
shadowPlayer = true
#endif
#if defined TRANSLUCENT_ENTITIES && defined IS_IRIS
separateEntityDraws = true
program.gbuffers_entities_translucent.enabled = true
program.gbuffers_block_translucent.enabled = true
blend.gbuffers_entities_translucent = off
blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
#ifdef TRANSLUCENT_ENTITIES
separateEntityDraws = true
#else
separateEntityDraws = false
program.gbuffers_entities_translucent.enabled = IS_IRIS
program.gbuffers_block_translucent.enabled = IS_IRIS
separateEntityDraws = true
#endif
program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
#if defined DISTANT_HORIZONS && defined IS_IRIS
#if defined DISTANT_HORIZONS_SHADOWMAP
@ -43,15 +53,15 @@ beacon.beam.depth = true
dhShadow.enabled = false
#endif
program.dh_terrain.enabled = true
program.dh_water.enabled = true
program.world0/dh_terrain.enabled = true
program.world0/dh_water.enabled = true
blend.dh_terrain = off
blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
#else
dhShadow.enabled = false
program.dh_terrain.enabled = false
program.dh_water.enabled = false
program.world0/dh_terrain.enabled = false
program.world0/dh_water.enabled = false
#endif
program.composite5.enabled = TAA_UPSCALING
@ -61,42 +71,46 @@ program.composite5.enabled = TAA_UPSCALING
#Get the correct alpha value : S_A*(1-DST_A)+DST_A
# terrible blending for shadows on purpose
blend.shadow = SRC_COLOR ZERO ONE ZERO
blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_armor_glint = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_armor_glint = ONE ONE ONE ZERO
blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_beaconbeam = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_entities_translucent = SRC_ALPHA ZERO ONE ZERO
blend.gbuffers_spidereyes = ONE ONE ONE ONE
blend.gbuffers_skytextured = ONE ONE ONE ZERO
blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.shadow = SRC_COLOR ZERO ONE ZERO
# Disable blending
blend.gbuffers_terrain = off
blend.gbuffers_hand = off
blend.gbuffers_block = off
blend.gbuffers_entities = off
blend.gbuffers_beaconbeam = off
blend.gbuffers_damagedblock = off
# this is important for refraction and glass tint to work correctly
blend.gbuffers_water.colortex11 = off
blend.gbuffers_hand_water.colortex11 = off
blend.gbuffers_entities_translucent.colortex11 = off
blend.composite.colortex12 = off
blend.composite.colortex13 = off
blend.composite.colortex14 = off
# Alpha test
alphaTest.shadow = GREATER 0.1
alphaTest.gbuffers_entities = GREATER 0.1
alphaTest.gbuffers_terrain = GREATER 0.1
alphaTest.gbuffers_hand = GREATER 0.1
alphaTest.gbuffers_armor_glint=false
alphaTest.gbuffers_weather=false
alphaTest.gbuffers_water=false
alphaTest.gbuffers_skybasic=false
alphaTest.gbuffers_skytextured=false
alphaTest.gbuffers_weather = false
alphaTest.gbuffers_water = false
alphaTest.gbuffers_skybasic = false
alphaTest.gbuffers_skytextured = false
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
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
screen.columns=2
screen = \
@ -118,13 +132,13 @@ BLISS_SHADERS <empty> \
######## LIGHTING
### DIRECT LIGHT
screen.Direct_Light.columns=1
screen.Direct_Light = TRANSLUCENT_COLORED_SHADOWS [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance
screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance
screen.Shadows.columns=1
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
screen.Shadows = TRANSLUCENT_COLORED_SHADOWS SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance OPTIMIZED_SHADOW_DISTANCE
screen.Subsurface_Scattering.columns=1
screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
screen.Filtering.columns=1
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
@ -134,7 +148,7 @@ BLISS_SHADERS <empty> \
### AMBIENT LIGHT
screen.Ambient_light.columns=1
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] \
screen.Ambient_light = [LPV] [Torch_Colors] [Ambient_Colors] \
MIN_LIGHT_AMOUNT indirect_effect \
<empty> <empty> \
AO_Strength GI_Strength \
@ -158,6 +172,9 @@ BLISS_SHADERS <empty> \
screen.Porosity.columns = 1
screen.Porosity = Porosity <empty> Puddles Puddle_Size
### FloodFill
screen.LPV.columns = 1
screen.LPV = LPV_ENABLED LPV_SIZE LPV_NORMAL_OFFSET LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES
######## WORLD
screen.World.columns=1
screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
@ -303,7 +320,7 @@ BLISS_SHADERS <empty> \
######## MISC SETTINGS
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
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
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
@ -346,36 +363,19 @@ BLISS_SHADERS <empty> \
######## weather profiles.
variable.int.maxDays = 2
variable.int.DayCounter = worldDay - maxDays * floor(worldDay / maxDays)
# in seconds...
variable.int.WeatherTransitionTime = 1
variable.float.LAYER0_coverage = smooth(if( \
DayCounter == 0, 0.5, \
1.3 ), WeatherTransitionTime, WeatherTransitionTime)
variable.float.LAYER0_denisty = smooth(if( \
DayCounter == 0, 0.5, \
0.5 ), WeatherTransitionTime, WeatherTransitionTime)
uniform.vec2.LAYER0_params = vec2(LAYER0_coverage, LAYER0_denisty)
uniform.float.EXAMPLE = smooth(if(DayCounter == 0, 5.0, 0.0 ), 5, 5)
uniform.float.Cumulus_Cov = smooth(if( \
DayCounter == 0, 5.0, \
DayCounter == 1, 0.0, \
DayCounter == 2, 0.0, \
DayCounter == 3, 0.0, \
DayCounter == 4, 0.0, \
DayCounter == 5, 0.0, \
DayCounter == 6, 0.0, \
DayCounter == 7, 0.0, \
DayCounter == 9, 0.0, \
moonPhase == 0, 5.0, \
moonPhase == 1, 0.0, \
moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \
moonPhase == 4, 0.0, \
moonPhase == 5, 0.0, \
moonPhase == 6, 0.0, \
moonPhase == 7, 0.0, \
moonPhase == 9, 0.0, \
0.0 ), WeatherTransitionTime, WeatherTransitionTime)
uniform.float.Alto_Cov = smooth(if( \
@ -398,45 +398,6 @@ uniform.float.Alto_Den = smooth(if( \
moonPhase == 6, 0.05, \
0.0 ), WeatherTransitionTime, WeatherTransitionTime)
# uniform.float.Cumulus_Cov = smooth(if( \
# moonPhase == 0, 0.7, \
# moonPhase == 1, 0.9, \
# moonPhase == 2, 0.0, \
# moonPhase == 3, 0.8, \
# moonPhase == 4, 0.0, \
# 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, \
@ -457,10 +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
@ -474,8 +431,6 @@ uniform.float.Cloudy_Den = smooth(if( \
uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash)
###################################
####### BIOME RELATED STUFF #######
###################################
@ -521,14 +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
@ -541,8 +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)
@ -602,4 +547,36 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
###############################
####### FLOODFILL STUFF #######
###############################
# if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
#ifdef LPV_ENABLED
bufferObject.0=32000
#if LPV_SIZE == 8
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 256 256 256
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 256 256 256
#elif LPV_SIZE == 7
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 128 128 128
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 128 128 128
#elif LPV_SIZE == 6
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 64 64 64
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 64 64 64
#endif
#else
program.world1/setup.enabled = false
program.world0/setup.enabled = false
program.world-1/setup.enabled = false
program.world1/shadowcomp.enabled = false
program.world0/shadowcomp.enabled = false
program.world-1/shadowcomp.enabled = false
#endif