mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -36,6 +36,7 @@ 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 ZERO
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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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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@ -48,7 +49,6 @@ blend.gbuffers_basic = off
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blend.gbuffers_entities = off
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blend.gbuffers_armor_glint = off
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blend.gbuffers_beaconbeam = off
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blend.gbuffers_spidereyes = off
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blend.gbuffers_armor_glint = off
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blend.gbuffers_water.colortex11 = off
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@ -98,6 +98,9 @@ PhysicsMod_support [LabPBR]
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screen.Filtering.columns=1
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screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
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screen.Sun_and_Moon_Colors.columns = 1
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screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
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### AMBIENT LIGHT
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screen.Ambient_light.columns=1
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screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT
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@ -108,7 +111,15 @@ PhysicsMod_support [LabPBR]
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screen.Ambient_Colors.columns=1
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screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT <empty> AmbientLight_R AmbientLight_G AmbientLight_B
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### LABPBR
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screen.LabPBR.columns = 1
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screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] MATERIAL_AO
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screen.Emissives.columns = 1
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screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
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screen.Porosity.columns = 1
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screen.Porosity = Porosity <empty> Puddles Puddle_Size
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######## WORLD
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screen.World.columns=1
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@ -226,22 +237,12 @@ PhysicsMod_support [LabPBR]
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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.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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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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screen.LabPBR.columns = 1
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screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
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screen.Emissives.columns = 1
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screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
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screen.Porosity.columns = 1
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screen.Porosity = Porosity <empty> Puddles Puddle_Size
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screen.Sun_and_Moon_Colors.columns = 1
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screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
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screen.Advanced = 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
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@ -335,7 +336,8 @@ uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlas
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####### BIOME RELATED STUFF #######
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###################################
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variable.int.BiomeTransitionTime = 1
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# in seconds
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variable.int.BiomeTransitionTime = 30
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#ifdef SWAMP_ENV
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uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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@ -367,7 +369,7 @@ uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0),
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# set to only happen in cold mountains.
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uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
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uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 5,5)
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uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15)
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@ -381,7 +383,11 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
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uniform.float.dead = smooth(if(dying >= 1.99, 1,0),1,0)
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#endif
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uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
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# uniform.vec3.CamPos = vec3(cameraPosition.x,cameraPosition.y,cameraPosition.z)
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# photon stuff
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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texture.noise = texture/noises.png
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texture.composite.colortex6 = texture/blueNoise.png
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@ -428,7 +434,6 @@ variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + s
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uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
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variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
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variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
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variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
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@ -439,8 +444,4 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
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uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
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uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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# photon stuff
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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