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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
add "supported mods" button for physics mod
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@ -488,8 +488,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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}
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}
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normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION);
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normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION);
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Albedo = mix(Albedo, vec3(1.0), wave.foam);
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Albedo = mix(Albedo, vec3(1.0), wave.foam);
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gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam);
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gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam);
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}
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}
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@ -731,6 +731,9 @@ option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of
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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.
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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.
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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.
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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.
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screen.PHYSICS_MOD_OCEAN = Physics Mod - §cREAD BUTTON DESCRIPTION§r
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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
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screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
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screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
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option.DH_OVERDRAW_PREVENTION = Overdraw prevention
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option.DH_OVERDRAW_PREVENTION = Overdraw prevention
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option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
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option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
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@ -336,7 +336,7 @@ SHADER_VERSION_LABEL <empty> \
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######## MOD SUPPORT SETTINGS
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######## MOD SUPPORT SETTINGS
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screen.Mod_support = [DISTANT_HORIZONS_SETTINGS]
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screen.Mod_support = [DISTANT_HORIZONS_SETTINGS] [PHYSICS_MOD_OCEAN]
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screen.DISTANT_HORIZONS_SETTINGS.columns = 1
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screen.DISTANT_HORIZONS_SETTINGS.columns = 1
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screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
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screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
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