add flag for twilight forest and aether dimensions in the overworld shader. remove dimension fallback selection settings (iris cant do that). add a few leaf IDs from twilight forest and aether

This commit is contained in:
Xonk
2025-03-23 21:02:40 -04:00
parent 034a7ad19e
commit 8226094fb2
183 changed files with 2098 additions and 54 deletions

View File

@ -129,7 +129,11 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
#if defined OVERWORLD_SHADER && defined TWILIGHT_FOREST_FLAG
low_sun = 1.5;
phaseSun = phaseSun * 3.0;
#endif
for (int i = 0; i < iSteps; ++i, position += increment) {
vec3 density = sky_density(length(position));

View File

@ -741,8 +741,6 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
// #define OLD_INDIRECT_SSS
#define DIMENSION_FALLBACK_SHADER 0 // [0 1 2 3]
///////////////////////////////////////////
// ----- DISTANT HORIZONS SETTINGS ----- //
///////////////////////////////////////////
@ -816,11 +814,14 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define debug_DEPTHTEX0 9
#define debug_DEPTHTEX1 10
#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1]
#define ISOLATE_RESOURCEPACK_SKY
#if DEBUG_VIEW == debug_DEPTHTEX0 || DEBUG_VIEW == debug_DEPTHTEX1
#undef TAA
#endif
// fix settings
#ifdef ISOLATE_RESOURCEPACK_SKY
#endif
#ifdef RESPONSIVE_TAA
#endif
#ifdef DH_TAA_JITTER

View File

@ -440,6 +440,11 @@ vec4 GetVolumetricClouds(
float minHeight = CloudLayer0_height;
float maxHeight = cloudheight + minHeight;
#if defined OVERWORLD_SHADER && defined AETHER_FLAG
minHeight = CloudLayer0_height - 350.0;
maxHeight = cloudheight + minHeight;
#endif
float heightRelativeToClouds = clamp(1.0 - max(cameraPosition.y - minHeight,0.0) / 100.0 ,0.0,1.0);
#if defined DISTANT_HORIZONS