diff --git a/shaders/dimensions/DH_solid.fsh b/shaders/dimensions/DH_solid.fsh index 5aeba68..7e0b427 100644 --- a/shaders/dimensions/DH_solid.fsh +++ b/shaders/dimensions/DH_solid.fsh @@ -102,9 +102,11 @@ float densityAtPos(in vec3 pos){ // https://gitlab.com/jeseibel/distant-horizons-core/-/blob/main/core/src/main/resources/shaders/flat_shaded.frag?ref_type=heads // Property of Distant Horizons [mod] -const int noiseSteps = 4; -const float noiseIntensity = 10.0; -const int noiseDropoff = 1024; +// --- NOISE SETTINGS --- +const int noiseSteps = NOISE_RESOLUTION; +const float noiseIntensity = NOISE_INTENSITY; +const int noiseDropoff = NOISE_DROPOFF; +// ---------------------- float rand(float co) { return fract(sin(co*(91.3458)) * 47453.5453); } float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 68b1a6d..7de7cde 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -770,8 +770,11 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) #define DH_AMBIENT_OCCLUSION #define DH_SUBSURFACE_SCATTERING #define DH_SCREENSPACE_REFLECTIONS -#define DH_NOISE_TEXTURE #define DH_TAA_JITTER +#define DH_NOISE_TEXTURE +#define NOISE_RESOLUTION 12 // [1 2 3 4 5 6 7 8 12 14 16 24 32 48 64] +#define NOISE_INTENSITY 12.0 // [1.0 2.0 3.0 4.0 6.0 8.0 10.0 12.0 14.0 16.0 18.0 20.0 22.0 24.0 32.0 48.0 64.0] +#define NOISE_DROPOFF 1024 // [128 256 512 768 1024 1536 2048 3072 4096 8192] /////////////////////////////////////////// // ----- FLOODFILL [LPV] SETTINGS ----- // diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 93ebc9e..4221eff 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -348,7 +348,7 @@ SHADER_VERSION_LABEL \ screen.Mod_support = [DISTANT_HORIZONS_SETTINGS] screen.DISTANT_HORIZONS_SETTINGS.columns = 1 - screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_NOISE_TEXTURE DH_TAA_JITTER DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution TOGGLE_VL_FOG VOLUMETRIC_CLOUDS + screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution TOGGLE_VL_FOG VOLUMETRIC_CLOUDS ######## MISC SETTINGS