make twilight forest overworld variant less bright

This commit is contained in:
Xonk
2025-03-24 21:16:24 -04:00
parent 973586723f
commit e5d90521dd
4 changed files with 4 additions and 15 deletions

View File

@ -10,9 +10,9 @@
dimension.world0 = minecraft:overworld *
dimension.world-1 = minecraft:the_nether
dimension.world1 = minecraft:the_end
dimension.world1 = minecraft:the_end
dimension.worldx =
# this is using alternate versions of the overworld shader, that have tweaks targeted at specific dimensions
dimension.world0_with_aether_flag = aether:the_aether
dimension.world0_with_twilight_forest_flag = twilightforest:twilight_forest
dimension.world0_with_twilight_forest_flag = twilightforest:twilight_forest

View File

@ -445,6 +445,7 @@ void main() {
float textureLOD = bias();
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
@ -640,16 +641,6 @@ void main() {
//////////////////////////////// ////////////////////////////////
#ifdef WORLD
// #ifdef Puddles
// float porosity = 0.4;
// #ifdef Porosity
// porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
// #endif
// // if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
// #endif
// apply noise to lightmaps to reduce banding.
vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);

View File

@ -985,8 +985,7 @@ void main() {
#ifdef OVERWORLD_SHADER
// float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0);
float LM_shadowMapFallback = min(max(lightmap.y, 0.0),1.0);
float LM_shadowMapFallback = clamp(lightmap.y, 0.0,1.0);
float LightningPhase = 0.0;
vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10);

View File

@ -132,7 +132,6 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
#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) {