reorginized settings.glsl and removed old settings. removed all text descriptions so i can write them in the lang files

This commit is contained in:
Xonk
2023-07-02 19:10:48 -04:00
parent 5f7f23c2a9
commit eedb689348
11 changed files with 346 additions and 418 deletions

View File

@ -16,14 +16,15 @@ screen.Direct_Light = Direct Light
screen.Subsurface_Scattering = Sub-Surface Scattering
option.LabSSS_Curve = LabSSS Curve
option.MISC_BLOCK_SSS = SSS for random blocks
option.MOB_SSS = SSS for mobs
option.Ambient_SSS = SSS from the sky
option.ambientsss_brightness = Sky SSS Brightness
option.SSS_TYPE = Mode
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
value.SSS_TYPE.0 = RTX
value.SSS_TYPE.1 = Hardcoded only
value.SSS_TYPE.2 = Hardcoded + LabSSS
value.SSS_TYPE.3 = LabSSS only
value.SSS_TYPE.0 = RTX
value.SSS_TYPE.1 = Hardcoded only
value.SSS_TYPE.2 = Hardcoded + LabSSS
value.SSS_TYPE.3 = LabSSS only
screen.Ambient_light = Ambient Light
@ -42,7 +43,7 @@ screen.Ambient_light = Ambient Light
value.indirect_effect.4 = SSGI
screen.Ambient_Colors = Ambient Light Color
option.ambient_temp = Tempurature
option.ambient_temp = Temperature
option.AmbientLight_R = Red Amount
option.AmbientLight_G = Green Amount
option.AmbientLight_B = Blue Amount
@ -196,7 +197,6 @@ screen.LabPBR = Lab PBR
option.Emissive_Brightness = Emission Multiplier
option.Emissive_Curve = Emission Curve
option.EMISSIVE_TYPE = Mode
option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not.
value.EMISSIVE_TYPE.0 = No emission
value.EMISSIVE_TYPE.1 = Hardcoded only
value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
@ -227,10 +227,21 @@ option.DOF_QUALITY=Depth Of Field
value.DOF_QUALITY.4=Ultra
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
option.AEROCHROME_MODE=Aerochrome Mode
option.AEROCHROME_MODE.comment=Infrared Film. Google "Aerochrome" to get an idea of what it does.
option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio
option.AEROCHROME_PINKNESS.comment=Higher = Pink. Lower = Red
option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool
option.AEROCHROME_WOOL_ENABLED.comment=Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does.
option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not.
option.MOB_SSS.comment = Toggle Sub-Surface Scattering for mobs. players are included.
option.MISC_BLOCK_SSS.comment = Toggle Sub-Surface Scattering for random blocks it may not fit. this is for grass and sand mostly.

View File

@ -195,7 +195,6 @@ screen.World = Mundo
option.Vanilla_like_water=Água Estilo Vanilla
option.Vanilla_like_water.comment=Água com cor e textura vanilla
option.Dirt_Amount = Quantidade de Sujeira
option.Dirt_Mie_Phase=Fase de Mie na Sujeira
option.rayMarchSampleCount=Amostragem de Ray Marching
option.USE_QUARTER_RES_DEPTH=Usar Profundidade em 1/4 de Resolução
option.Water_Top_Layer = Coordenada Y do Oceano
@ -217,8 +216,7 @@ screen.Post_Processing = Pós-Pocessamento
option.BLOOM_STRENGTH = Multiplicador de Bloom
option.BLOOM_QUALITY=Qualidade do Bloom
screen.TAA_OPTIONS = Antisserrilhamento
option.SCREENSHOT_MODE = Modo Screenshot
option.SPLIT_RENDER=Dividir Renderização
option.SCREENSHOT_MODE = Modo Screenshot
option.TAA = TAA
option.BLEND_FACTOR = Coeficiente de Mistura
option.TAA_UPSCALING = Upscale Temporal
@ -259,7 +257,6 @@ screen.LabPBR = Lab PBR
screen.Emissives = Emissivos
option.Emissive_Brightness = Multiplicador de Emissão
option.LabPBR_Emissives=Emissivos LabPBR
option.Emissive_Curve = Curva de Emissão
option.EMISSIVE_TYPE = Modo
option.EMISSIVE_TYPE.comment = Hardcoded significa que o shaders define o que tem emissão. Emissão Lab significa que o resourcepack define o que tem emissão.