mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-21 00:07:50 +08:00

FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
582 lines
29 KiB
INI
582 lines
29 KiB
INI
clouds=off
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stars=false
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vignette=false
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underwaterOverlay=false
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dynamicHandLight=true
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oldLighting=false
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separateAo = true
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rain.depth = false
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beacon.beam.depth = true
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iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES SSBO
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#if RESOURCEPACK_SKY == 2
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sun=true
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moon=true
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#else
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sun=false
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moon=false
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#endif
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#ifdef LPV_ENABLED
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# shadow.enabled = true
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shadow.culling = reversed
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voxelizeLightBlocks = true
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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shadowPlayer = true
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#endif
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#ifdef TRANSLUCENT_ENTITIES
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separateEntityDraws = true
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#else
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separateEntityDraws = true
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#endif
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program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
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program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
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#if defined DISTANT_HORIZONS && defined IS_IRIS
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#if defined DISTANT_HORIZONS_SHADOWMAP
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dhShadow.enabled = true
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#else
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dhShadow.enabled = false
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#endif
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program.world0/dh_terrain.enabled = true
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program.world0/dh_water.enabled = true
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blend.dh_terrain = off
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blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#else
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dhShadow.enabled = false
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program.world0/dh_terrain.enabled = false
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program.world0/dh_water.enabled = false
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#endif
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program.composite5.enabled = TAA_UPSCALING
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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# terrible blending for shadows on purpose
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blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_armor_glint = 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_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_beaconbeam = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_entities_translucent = SRC_ALPHA ZERO ONE ZERO
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blend.gbuffers_spidereyes = ONE ONE ONE ONE
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blend.gbuffers_skytextured = ONE ONE ONE ZERO
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blend.shadow = SRC_COLOR ZERO ONE ZERO
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# Disable blending
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blend.gbuffers_terrain = off
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blend.gbuffers_hand = off
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blend.gbuffers_block = off
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blend.gbuffers_entities = off
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blend.gbuffers_damagedblock = off
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# this is important for refraction and glass tint to work correctly
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blend.gbuffers_water.colortex11 = off
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blend.gbuffers_hand_water.colortex11 = off
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blend.gbuffers_entities_translucent.colortex11 = off
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blend.composite.colortex12 = off
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blend.composite.colortex13 = off
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blend.composite.colortex14 = off
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# Alpha test
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alphaTest.gbuffers_terrain = GREATER 0.1
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alphaTest.gbuffers_hand = GREATER 0.1
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alphaTest.gbuffers_weather = false
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alphaTest.gbuffers_water = false
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alphaTest.gbuffers_skybasic = false
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alphaTest.gbuffers_skytextured = false
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sliders = sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density 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 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 CONTRAST 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
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screen.columns=2
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screen = \
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BLISS_SHADERS <empty> \
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<empty> <empty> \
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[Direct_Light] [World] \
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[Ambient_light] [Fog] \
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[Post_Processing] [Clouds] \
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[LabPBR] [Climate] \
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<empty> <empty> \
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[Misc_Settings] [DISTANT_HORIZONS_SETTINGS] \
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# screen = [Direct_Light] [World]
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# [Ambient_light] [Fog]
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# [Post_Processing] [Clouds]
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# [Misc_Settings] [Climate]
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######## LIGHTING
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### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance
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screen.Shadows.columns=1
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screen.Shadows = TRANSLUCENT_COLORED_SHADOWS SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance OPTIMIZED_SHADOW_DISTANCE
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screen.Subsurface_Scattering.columns=1
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screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
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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 = [LPV] [Torch_Colors] [Ambient_Colors] \
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MIN_LIGHT_AMOUNT indirect_effect \
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<empty> <empty> \
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AO_Strength GI_Strength \
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ambientOcclusionLevel HQ_SSGI \
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Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT \
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HANDHELD_LIGHT_RANGE UseQuarterResDepth
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screen.Torch_Colors.columns=1
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screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <empty> TORCH_R TORCH_G TORCH_B
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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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### FloodFill
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screen.LPV.columns = 1
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screen.LPV = LPV_ENABLED LPV_SIZE LPV_NORMAL_OFFSET LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES
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######## WORLD
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screen.World.columns=1
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screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
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### SPECULARS
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screen.Reflections.columns=2
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screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
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### WAVING STUFF
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screen.Waving_Stuff.columns=1
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screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED
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## POM
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screen.POM.columns=1
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screen.POM = HEIGTHMAP_DEPTH_OFFSET POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
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######## CLIMATE
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screen.Climate.columns=1
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screen.Climate = [Seasons] <empty> PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST]
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## BIOME SPECIFICS
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screen.SWAMP.columns=1
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screen.SWAMP = SWAMP_ENV SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY <empty> SWAMP_R SWAMP_G SWAMP_B
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screen.JUNGLE.columns=1
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screen.JUNGLE = JUNGLE_ENV JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY <empty> JUNGLE_R JUNGLE_G JUNGLE_B
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screen.DARKFOREST.columns=1
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screen.DARKFOREST = DARKFOREST_ENV DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY <empty> DARKFOREST_R DARKFOREST_G DARKFOREST_B
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## SEASONS
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screen.Seasons.columns=1
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screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
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screen.Summer_colors.columns=1
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screen.Summer_colors = Summer_R Summer_G Summer_B <empty> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
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screen.Fall_colors.columns=1
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screen.Fall_colors = Fall_R Fall_G Fall_B <empty> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
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screen.Winter_colors.columns=1
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screen.Winter_colors = Winter_R Winter_G Winter_B <empty> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
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screen.Spring_colors.columns=1
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screen.Spring_colors = Spring_R Spring_G Spring_B <empty> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
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######## ATMOSPHERICS
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# screen.Sky_coefficients.columns=1
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# screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
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### CLOUDS
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screen.Clouds.columns = 3
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screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS Cloud_Speed \
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CLOUDS_QUALITY CLOUD_SHADOW_STRENGTH Rain_coverage \
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<empty> <empty> <empty> \
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CloudLayer0 CloudLayer1 CloudLayer2 \
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CloudLayer0_coverage CloudLayer1_coverage CloudLayer2_coverage \
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CloudLayer0_density CloudLayer1_density CloudLayer2_density \
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CloudLayer0_height CloudLayer1_height CloudLayer2_height \
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### FOG
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screen.Fog.columns=2
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screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \
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FOG_START_HEIGHT BLOOMY_FOG \
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<empty> <empty> \
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Haze_amount RainFog_amount \
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[TOD_fog] [Cave_Fog] \
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[END_AND_NETHER_FOG] <empty> \
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<empty> <empty> \
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BorderFog PER_BIOME_ENVIRONMENT \
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RAYMARCH_CLOUDS_WITH_FOG
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# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
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# VL_SAMPLES RainFog_amount \
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# BLOOMY_FOG [TOD_fog] \
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# FOG_START_HEIGHT [Cave_Fog] \
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# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
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# RAYMARCH_CLOUDS_WITH_FOG BorderFog
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screen.TOD_fog.columns=2
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screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
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screen.Cave_Fog.columns=1
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screen.Cave_Fog = CAVE_FOG CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
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screen.Fog_Color.columns=1
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screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
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screen.END_AND_NETHER_FOG.columns=1
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screen.END_AND_NETHER_FOG = END_STORM_DENSTIY NETHER_PLUME_DENSITY
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### WATER
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screen.Water.columns=2
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screen.Water = WATER_REFLECTIONS Refraction \
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WATER_SUN_SPECULAR Vanilla_like_water \
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SCREENSPACE_REFLECTIONS SSR_STEPS \
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WATER_BACKGROUND_SPECULAR Dirt_Amount \
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[Water_fog_color] Water_Top_Layer \
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SNELLS_WINDOW WATER_WAVE_STRENGTH WATER_WAVE_SPEED
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screen.Water_fog_color.columns=1
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screen.Water_fog_color = 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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######## POST
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screen.Post_Processing.columns=2
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screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] [GAMEPLAY_EFFECTS] <empty> SHARPENING BLOOM_STRENGTH
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### TAA
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screen.TAA_OPTIONS.columns = 1
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screen.TAA_OPTIONS= SCREENSHOT_MODE <empty> TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
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### DOF
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screen.DepthOfField.columns = 1
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screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY [JITTER_DOF]
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screen.JITTER_DOF.columns=1
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screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE
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### EXPOSURE
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screen.Exposure.columns = 1
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screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value
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### TONEMAPS
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screen.Tonemapping.columns = 1
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screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK CONTRAST
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### PURKINJE
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screen.Purkinje_effect.columns = 1
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screen.Purkinje_effect = Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
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### COLOR GRADING
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screen.COLOR_GRADING.columns = 3
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screen.COLOR_GRADING = \
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TONE_CURVE LOWER_CURVE UPPER_CURVE \
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<empty> <empty> <empty> \
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COLOR_GRADING_ENABLED <empty> <empty> \
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SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R \
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SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G \
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SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B \
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SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL
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### COOL GAMEPLAY EFFECTS
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screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT
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######## MISC SETTINGS
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screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INFRONT_OF_WORLD SELECT_BOX DENOISE_SSS_AND_SSAO WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES OLD_BLOOM
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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.DISTANT_HORIZONS_SETTINGS.columns = 1
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screen.DISTANT_HORIZONS_SETTINGS = DH_KNOWN_ISSUES <EMPTY> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> DH_OVERDRAW_PREVENTION TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
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screen.DAILY_WEATHER.columns = 2
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screen.DAILY_WEATHER = Daily_Weather <empty> \
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[DAY0_WEATHER] [DAY5_WEATHER] \
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[DAY1_WEATHER] [DAY6_WEATHER] \
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[DAY2_WEATHER] [DAY7_WEATHER] \
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[DAY3_WEATHER] [DAY8_WEATHER] \
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[DAY4_WEATHER] [DAY9_WEATHER]
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screen.DAY0_WEATHER.columns = 2
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screen.DAY0_WEATHER = DAY0_l0_coverage DAY0_l0_density DAY0_l1_coverage DAY0_l1_density DAY0_l2_coverage DAY0_l2_density DAY0_ufog_density DAY0_cfog_density
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screen.DAY1_WEATHER.columns = 2
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screen.DAY1_WEATHER = DAY1_l0_coverage DAY1_l0_density DAY1_l1_coverage DAY1_l1_density DAY1_l2_coverage DAY1_l2_density DAY1_ufog_density DAY1_cfog_density
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screen.DAY2_WEATHER.columns = 2
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screen.DAY2_WEATHER = DAY2_l0_coverage DAY2_l0_density DAY2_l1_coverage DAY2_l1_density DAY2_l2_coverage DAY2_l2_density DAY2_ufog_density DAY2_cfog_density
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screen.DAY3_WEATHER.columns = 2
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screen.DAY3_WEATHER = DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density
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screen.DAY4_WEATHER.columns = 2
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screen.DAY4_WEATHER = DAY4_l0_coverage DAY4_l0_density DAY4_l1_coverage DAY4_l1_density DAY4_l2_coverage DAY4_l2_density DAY4_ufog_density DAY4_cfog_density
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screen.DAY5_WEATHER.columns = 2
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screen.DAY5_WEATHER = DAY5_l0_coverage DAY5_l0_density DAY5_l1_coverage DAY5_l1_density DAY5_l2_coverage DAY5_l2_density DAY5_ufog_density DAY5_cfog_density
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screen.DAY6_WEATHER.columns = 2
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screen.DAY6_WEATHER = DAY6_l0_coverage DAY6_l0_density DAY6_l1_coverage DAY6_l1_density DAY6_l2_coverage DAY6_l2_density DAY6_ufog_density DAY6_cfog_density
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screen.DAY7_WEATHER.columns = 2
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screen.DAY7_WEATHER = DAY7_l0_coverage DAY7_l0_density DAY7_l1_coverage DAY7_l1_density DAY7_l2_coverage DAY7_l2_density DAY7_ufog_density DAY7_cfog_density
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screen.DAY8_WEATHER.columns = 2
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screen.DAY8_WEATHER = DAY8_l0_coverage DAY8_l0_density DAY8_l1_coverage DAY8_l1_density DAY8_l2_coverage DAY8_l2_density DAY8_ufog_density DAY8_cfog_density
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screen.DAY9_WEATHER.columns = 2
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screen.DAY9_WEATHER = DAY9_l0_coverage DAY9_l0_density DAY9_l1_coverage DAY9_l1_density DAY9_l2_coverage DAY9_l2_density DAY9_ufog_density DAY9_cfog_density
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#####################################
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####### WEATHER RELATED STUFF #######
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#####################################
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######## weather profiles.
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# in seconds...
|
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variable.int.WeatherTransitionTime = 1
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uniform.float.Cumulus_Cov = smooth(if( \
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moonPhase == 0, 5.0, \
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moonPhase == 1, 0.0, \
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moonPhase == 2, 0.0, \
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moonPhase == 3, 0.0, \
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moonPhase == 4, 0.0, \
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moonPhase == 5, 0.0, \
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moonPhase == 6, 0.0, \
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moonPhase == 7, 0.0, \
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moonPhase == 9, 0.0, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Alto_Cov = smooth(if( \
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moonPhase == 0, 0.1, \
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moonPhase == 1, 1.0, \
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moonPhase == 2, 1.0, \
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moonPhase == 3, 0.3, \
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moonPhase == 4, 0.3, \
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moonPhase == 5, 0.0, \
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moonPhase == 6, 1.5, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Alto_Den = smooth(if( \
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moonPhase == 0, 0.1, \
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moonPhase == 1, 0.25, \
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moonPhase == 2, 0.1, \
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moonPhase == 3, 0.7, \
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moonPhase == 4, 0.7, \
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moonPhase == 5, 0.0, \
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moonPhase == 6, 0.05, \
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0.0 ), WeatherTransitionTime, WeatherTransitionTime)
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uniform.float.Uniform_Den = smooth(if( \
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moonPhase == 0, 0, \
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moonPhase == 1, 0, \
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moonPhase == 2, 10, \
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moonPhase == 3, 0, \
|
|
moonPhase == 4, 0, \
|
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moonPhase == 5, 0, \
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moonPhase == 6, 5, \
|
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0 ), WeatherTransitionTime, WeatherTransitionTime)
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|
uniform.float.Cloudy_Den = smooth(if( \
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moonPhase == 0, 0, \
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moonPhase == 1, 0, \
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moonPhase == 2, 0, \
|
|
moonPhase == 3, 0, \
|
|
moonPhase == 4, 0, \
|
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moonPhase == 5, 0, \
|
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moonPhase == 6, 50, \
|
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0 ), WeatherTransitionTime, WeatherTransitionTime)
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# thank you sixthsurge!
|
|
#ifdef LIGHTNING_FLASH
|
|
#ifdef IS_IRIS
|
|
variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 1.0, 0.0), 0.0, 0.0)
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|
#else
|
|
variable.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.0)
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#endif
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#else
|
|
variable.float.lightningFlash = 0.0
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|
#endif
|
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|
|
uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash)
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|
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###################################
|
|
####### BIOME RELATED STUFF #######
|
|
###################################
|
|
|
|
# in seconds
|
|
variable.int.BiomeTransitionTime = 60
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|
|
|
#ifdef SWAMP_ENV
|
|
uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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|
#else
|
|
uniform.float.isSwamps = 0.0
|
|
#endif
|
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|
|
#ifdef JUNGLE_ENV
|
|
uniform.float.isJungles = smooth(if(in(biome, 23, 24, 25), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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#else
|
|
uniform.float.isJungles = 0.0
|
|
#endif
|
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|
|
#ifdef DARKFOREST_ENV
|
|
uniform.float.isDarkForests = smooth(if(in(biome, 11), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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|
#else
|
|
uniform.float.isDarkForests = 0.0
|
|
#endif
|
|
|
|
#ifdef MANGROVE_ENV
|
|
uniform.float.isMangroveSwamp = smooth(if(in(biome, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)
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|
#else
|
|
uniform.float.isMangroveSwamp = 0.0
|
|
#endif
|
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|
|
# set to only happen in dry deserts.
|
|
uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30)
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|
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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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|
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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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|
|
|
|
|
|
|
############################
|
|
####### RANDOM STUFF #######
|
|
############################
|
|
|
|
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
|
|
#ifdef IS_IRIS
|
|
variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth
|
|
uniform.float.oneHeart = smooth(if(Currenthealth <= 2.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
|
|
uniform.float.threeHeart = smooth(if(Currenthealth <= 6.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
|
|
#else
|
|
uniform.bool.isDead = !is_alive
|
|
#endif
|
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|
|
uniform.float.hurt = smooth(if(is_hurt,1,0),0.0,0.5)
|
|
#endif
|
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|
|
# photon stuff
|
|
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
|
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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|
|
|
texture.noise = texture/noises.png
|
|
texture.composite.colortex6 = texture/blueNoise.png
|
|
|
|
variable.float.texelSizeX = 1.0/viewWidth
|
|
variable.float.texelSizeY = 1.0/viewHeight
|
|
uniform.vec2.texelSize=vec2(texelSizeX,texelSizeY)
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|
|
|
uniform.int.framemod8 = frameCounter%8
|
|
|
|
variable.float.normSunVec = sqrt(sunPosition.x*sunPosition.x+sunPosition.y*sunPosition.y+sunPosition.z*sunPosition.z)
|
|
variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z)
|
|
|
|
variable.float.sunPosX = sunPosition.x/normSunVec
|
|
variable.float.sunPosY = sunPosition.y/normSunVec
|
|
variable.float.sunPosZ = sunPosition.z/normSunVec
|
|
|
|
uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ)
|
|
|
|
variable.float.upPosX = upPosition.x/normUpVec
|
|
variable.float.upPosY = upPosition.y/normUpVec
|
|
variable.float.upPosZ = upPosition.z/normUpVec
|
|
|
|
uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ)
|
|
uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ
|
|
uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0
|
|
|
|
#Max angle at frustrum diagonal
|
|
variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio)))
|
|
uniform.float.cosFov = cos(maxAngle)
|
|
variable.float.viewDirX = gbufferModelViewInverse.2.0
|
|
variable.float.viewDirY = gbufferModelViewInverse.2.1
|
|
variable.float.viewDirZ = gbufferModelViewInverse.2.2
|
|
variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ)
|
|
variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView
|
|
variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView
|
|
variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView
|
|
|
|
uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ)
|
|
|
|
variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2)
|
|
variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2)
|
|
variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2)
|
|
|
|
uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
|
|
|
|
variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
|
|
variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
|
|
variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
|
|
|
|
variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ)
|
|
variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ)
|
|
variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ)
|
|
|
|
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
|
|
|
|
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
|
|
|
|
|
###############################
|
|
####### FLOODFILL STUFF #######
|
|
###############################
|
|
|
|
# if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
|
|
#ifdef LPV_ENABLED
|
|
bufferObject.0=32000
|
|
|
|
#if LPV_SIZE == 8
|
|
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256
|
|
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 256 256 256
|
|
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 256 256 256
|
|
#elif LPV_SIZE == 7
|
|
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128
|
|
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 128 128 128
|
|
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 128 128 128
|
|
#elif LPV_SIZE == 6
|
|
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64
|
|
image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 64 64 64
|
|
image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 64 64 64
|
|
#endif
|
|
#else
|
|
program.world1/setup.enabled = false
|
|
program.world0/setup.enabled = false
|
|
program.world-1/setup.enabled = false
|
|
|
|
program.world1/shadowcomp.enabled = false
|
|
program.world0/shadowcomp.enabled = false
|
|
program.world-1/shadowcomp.enabled = false
|
|
#endif |