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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
make physics mod support toggle for AMD people
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@ -3,10 +3,9 @@
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#define PHYSICS_OCEAN_SUPPORT
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// at the top of your file. When used my mod no longer injects code into
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// your shaderpack. It replaces this define statement (before compilation) with
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#define PHYSICS_OCEAN
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// so you can use
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#ifdef PHYSICS_OCEAN
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#endif
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#ifdef PhysicsMod_support
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// to customize the water for the physics ocean
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// just some basic consts for the wave function based on afl_ext's shader https://www.shadertoy.com/view/Xdlczl
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@ -220,4 +219,5 @@ WavePixelData physics_wavePixel(const in vec2 position, const in float factor, c
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data.foam = clamp(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity, 0.0, 1.0);
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return data;
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}
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}
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#endif
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@ -417,4 +417,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
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#define CompSky_R 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_G 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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#define CompSky_B 0.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
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// #define PhysicsMod_support // CURRENTLY BREAKS THE WHOLE SHADER WITH AMD
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