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https://github.com/X0nk/Bliss-Shader.git
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kinda working
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@ -8,7 +8,7 @@ separateAo = true
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rain.depth = false
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beacon.beam.depth = true
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iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
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iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES SSBO
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#if RESOURCEPACK_SKY == 2
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sun=true
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@ -120,7 +120,7 @@ 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
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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_ENABLED
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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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@ -611,7 +611,8 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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####### FLOODFILL STUFF #######
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###############################
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#if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
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# if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
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#ifdef LPV_ENABLED
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bufferObject.0=20480
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#if LPV_SIZE == 8
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