diff --git a/shaders/dimension.properties b/shaders/dimension.properties index 5274cd3..3f5587e 100644 --- a/shaders/dimension.properties +++ b/shaders/dimension.properties @@ -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 \ No newline at end of file +dimension.world0_with_twilight_forest_flag = twilightforest:twilight_forest \ No newline at end of file diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 35ead87..2454073 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -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); diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 4fa5002..75b05f2 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -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); diff --git a/shaders/lib/ROBOBO_sky.glsl b/shaders/lib/ROBOBO_sky.glsl index ff901ed..56ca43e 100644 --- a/shaders/lib/ROBOBO_sky.glsl +++ b/shaders/lib/ROBOBO_sky.glsl @@ -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) {