diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 6cb6131..b8b2b36 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -72,7 +72,7 @@ varying vec4 normalMat; varying vec3 binormal; varying vec3 flatnormal; #ifdef LARGE_WAVE_DISPLACEMENT -varying vec3 shitnormal; +varying vec3 largeWaveDisplacementNormal; #endif uniform vec3 sunVec; @@ -385,7 +385,6 @@ void Emission( uniform vec3 eyePosition; - //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// @@ -487,28 +486,27 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) wave.normal = -wave.normal; } - normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION); + normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION); Albedo = mix(Albedo, vec3(1.0), wave.foam); gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam); } #endif - #ifdef LARGE_WAVE_DISPLACEMENT - if (isWater){ - normal = viewToWorld(normal); - normal.xz = shitnormal.xy; - normal = worldToView(normal); - } - #endif - vec3 worldSpaceNormal = viewToWorld(normal).xyz; vec2 TangentNormal = vec2(0); // for refractions - vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w); + #ifdef LARGE_WAVE_DISPLACEMENT + if (isWater){ + normal = largeWaveDisplacementNormal; + } + #endif + + vec3 tangent2 = normalize(cross(tangent.rgb, normal)*tangent.w); mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x, tangent.y, tangent2.y, normal.y, tangent.z, tangent2.z, normal.z); + vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0); NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0); @@ -776,7 +774,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > clamp(far-16*4, 16, maxOverdrawDistance) && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0; - if(WATER) gl_FragData[0].a = 0.0; + if(WATER) { + gl_FragData[0].a = 0.0; + MATERIALS = 0.0; + } #endif gl_FragData[1] = vec4(Albedo, MATERIALS); diff --git a/shaders/dimensions/all_translucent.vsh b/shaders/dimensions/all_translucent.vsh index 8831dae..6d4a329 100644 --- a/shaders/dimensions/all_translucent.vsh +++ b/shaders/dimensions/all_translucent.vsh @@ -37,7 +37,7 @@ varying vec4 tangent; varying vec3 flatnormal; #ifdef LARGE_WAVE_DISPLACEMENT -varying vec3 shitnormal; +varying vec3 largeWaveDisplacementNormal; #endif uniform mat4 gbufferModelViewInverse; @@ -87,8 +87,10 @@ vec4 toClipSpace3(vec3 viewSpacePosition) { float getWave (vec3 pos, float range){ - return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2) * WATER_WAVE_STRENGTH / range; + // return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2.0) * WATER_WAVE_STRENGTH * range; + return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/125.0).r,5.0) * WATER_WAVE_STRENGTH * range; } + vec3 getWaveNormal(vec3 posxz, float range){ float deltaPos = 0.5; @@ -100,12 +102,13 @@ vec3 getWaveNormal(vec3 posxz, float range){ float h3 = getWave(coord - vec3(0.0,0.0,deltaPos),range); - float xDelta = (h1-h0)/deltaPos*1.5; - float yDelta = (h3-h0)/deltaPos*1.5; + float xDelta = (h1-h0)/deltaPos * 1.5; + float yDelta = (h3-h0)/deltaPos * 1.5; - vec3 wave = normalize(vec3(xDelta, yDelta, 1.0-pow(abs(xDelta+yDelta),2.0))); + vec3 wave = normalize(vec3(xDelta, yDelta,1.0-pow(abs(xDelta+yDelta),2.0))); return wave; + } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// @@ -133,25 +136,28 @@ void main() { vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0; lmtexcoord.zw = lmcoord; - - #ifdef LARGE_WAVE_DISPLACEMENT if(mc_Entity.x == 8.0) { - vec3 displacedPos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition; + + vec3 playerPos = mat3(gbufferModelViewInverse) * position.xyz; + #ifdef DISTANT_HORIZONS - float range = min(1.0 + pow(length(displacedPos - cameraPosition) / min(far,256.0),2.0), 256.0); + float range = pow(1-pow(1-clamp(1.0 - length(playerPos) / far, 0.0,1.0),3.0),3.0); #else - float range = min(1.0 + pow(length(displacedPos - cameraPosition) / 256,2.0), 256.0); + float range = min(1.0 + pow(length(playerPos) / 256,2.0), 256.0); #endif - displacedPos.y -= (1.0-getWave(displacedPos, range)) * 0.5 - 0.2; - shitnormal = getWaveNormal(displacedPos, range); - position = mat3(gbufferModelView) * (displacedPos - cameraPosition) + gbufferModelView[3].xyz; + vec4 displacedVertex = vec4(gl_Vertex.x, gl_Vertex.y + (getWave(gl_Vertex.xyz + cameraPosition, range)*0.6-0.5), gl_Vertex.z, gl_Vertex.w); + position = mat3(gl_ModelViewMatrix) * vec3(displacedVertex) + gl_ModelViewMatrix[3].xyz; + + playerPos = mat3(gbufferModelViewInverse) * position.xyz; + largeWaveDisplacementNormal = getWaveNormal(playerPos + cameraPosition, range); + } #endif - // vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; + #ifdef PLANET_CURVATURE float curvature = length(worldpos) / (16*8); worldpos.y -= curvature*curvature * CURVATURE_AMOUNT; @@ -192,24 +198,24 @@ void main() { if (entityId == 1600) NAMETAG = 1; #endif - tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w); - normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0); - normalMat.a = mat; - vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb); - binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w); + tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb),at_tangent.w); + normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), mat); + binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w); + mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x, + tangent.y, binormal.y, normalMat.y, + tangent.z, binormal.z, normalMat.z); - mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x, - tangent2.y, binormal.y, normalMat.y, - tangent2.z, binormal.z, normalMat.z); - + if(mc_Entity.x == 8.0) { + largeWaveDisplacementNormal = normalize(largeWaveDisplacementNormal * tbnMatrix); + }else{ + largeWaveDisplacementNormal = normalMat.xyz; + } flatnormal = normalMat.xyz; - viewVector = position.xyz; - // viewVector = (gl_ModelViewMatrix * gl_Vertex).xyz; - viewVector = normalize(tbnMatrix * viewVector); + viewVector = normalize(tbnMatrix * viewVector); color = vec4(gl_Color.rgb, 1.0); diff --git a/shaders/lib/gameplay_effects.glsl b/shaders/lib/gameplay_effects.glsl index 4b1cbc8..3f0a9d7 100644 --- a/shaders/lib/gameplay_effects.glsl +++ b/shaders/lib/gameplay_effects.glsl @@ -89,7 +89,7 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){ vec2 UV = zoomin; - float flameDistort = texture2D(noisetex, UV * vec2(aspectRatio,1.0) - vec2(0.0,frameTimeCounter*0.3)).b * clamp(-texcoord.y*0.3+0.3,0.0,1.0) * 0.75 * exitLava; + float flameDistort = texture2D(noisetex, UV * vec2(aspectRatio,1.0) - vec2(0.0,frameTimeCounter*0.3)).b * clamp(-texcoord.y*0.3+0.3,0.0,1.0) * ON_FIRE_DISTORT_EFFECT_STRENGTH * exitLava; distortmask = max(distortmask, flameDistort); } diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 015a252..78a5e8c 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -617,6 +617,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631) #define WATER_ON_CAMERA_EFFECT #define ON_FIRE_DISTORT_EFFECT +#define ON_FIRE_DISTORT_EFFECT_STRENGTH 0.7 // [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] #ifdef LOW_HEALTH_EFFECT #endif diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 79245fe..4a77e2f 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -126,7 +126,7 @@ alphaTest.gbuffers_water = false alphaTest.gbuffers_skybasic = false alphaTest.gbuffers_skytextured = false -sliders = USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH +sliders = ON_FIRE_DISTORT_EFFECT_STRENGTH USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH screen.columns=2 screen = \ @@ -324,7 +324,7 @@ SHADER_VERSION_LABEL \ SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL ### COOL GAMEPLAY EFFECTS - screen.GAMEPLAY_EFFECTS = FLASHLIGHT [FLASHLIGHT_SETTING] MOTION_AMOUNT WATER_ON_CAMERA_EFFECT DAMAGE_TAKEN_EFFECT ON_FIRE_DISTORT_EFFECT LOW_HEALTH_EFFECT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START + screen.GAMEPLAY_EFFECTS = FLASHLIGHT [FLASHLIGHT_SETTING] MOTION_AMOUNT WATER_ON_CAMERA_EFFECT DAMAGE_TAKEN_EFFECT ON_FIRE_DISTORT_EFFECT ON_FIRE_DISTORT_EFFECT_STRENGTH LOW_HEALTH_EFFECT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START screen.FLASHLIGHT_SETTING.columns = 2 screen.FLASHLIGHT_SETTING = FLASHLIGHT FLASHLIGHT_R \ FLASHLIGHT_SPECULAR FLASHLIGHT_G \