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tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.
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@ -34,14 +34,12 @@ program.composite4.enabled = TAA_UPSCALING
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_armor_glint = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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# dont laugh this is the only thing that works with no issue on iris :(
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_armor_glint = ONE ONE ONE ONE
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blend.gbuffers_weather = ONE ONE ONE ONE
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blend.gbuffers_skytextured = ONE ONE ONE ONE
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blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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# Disable blending
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blend.gbuffers_hand = off
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@ -226,7 +224,7 @@ PhysicsMod_support [LabPBR]
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######## MISC SETTINGS
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screen.Misc_Settings.columns=1
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screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS
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screen.Misc_Settings = [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only Glass_Tint LIGHTNING_FLASH HURT_AND_DEATH_EFFECT LIT_PARTICLE_BRIGHTNESS
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screen.the_orb.columns = 1
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screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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