diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 36fbfb2..6cb6131 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -488,8 +488,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) } normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION); - - Albedo = mix(Albedo, vec3(1.0), wave.foam); gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam); } diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index b3dde94..2f47b67 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -731,6 +731,9 @@ option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of option.SNELLS_WINDOW.comment = §bWhat is this?§r this is the dark reflective circle you see when under-water. This is an approximation of a thing that happens in reality known as "total internal reflection". §aPERFORMANCE COST:§r very very very small. option.entityShadowDistanceMul.comment = §bWhat is this?§r Configure how far shadows should work for entities. This is good if you want to keep entity shadows and improved performance in high entity areas. +screen.PHYSICS_MOD_OCEAN = Physics Mod - §cREAD BUTTON DESCRIPTION§r +screen.PHYSICS_MOD_OCEAN.comment = The ocean of physics mod is supported. The mod has its own settings for it located in §bgame options -> physics settings -> ocean§r + screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r option.DH_OVERDRAW_PREVENTION = Overdraw prevention option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 8b2a012..79245fe 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -336,7 +336,7 @@ SHADER_VERSION_LABEL \ ######## MOD SUPPORT SETTINGS - screen.Mod_support = [DISTANT_HORIZONS_SETTINGS] + screen.Mod_support = [DISTANT_HORIZONS_SETTINGS] [PHYSICS_MOD_OCEAN] 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_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution TOGGLE_VL_FOG VOLUMETRIC_CLOUDS