#BSL Shaders Shader Properties #Profiles profile.MINIMUM=!AO !LIGHT_SHAFT !SHADOW !SHADOW_COLOR !SHADOW_FILTER shadowMapResolution=512 shadowDistance=128.0 profile.LOW=profile.MINIMUM SHADOW shadowMapResolution=1024 shadowDistance=128.0 profile.MEDIUM=profile.LOW AO SHADOW_FILTER shadowMapResolution=1536 shadowDistance=192.0 profile.HIGH=profile.MEDIUM LIGHT_SHAFT SHADOW_COLOR shadowMapResolution=2048 shadowDistance=256.0 profile.ULTRA=profile.HIGH shadowMapResolution=3072 shadowDistance=512.0 #Force Video Settings dynamicHandLight=true oldHandLight=false oldLighting=false particles.ordering=mixed separateAo=true shadow.culling=true underwaterOverlay=false vignette=false #Screen Setup screen= ABOUT [LIGHTING] [MATERIAL] [ATMOSPHERICS] [WATER] [CAMERA] [ANTIALIASING] [COLOR] [CGT] [EXTRAS] [ANIMATION] screen.LIGHTING= SHADOW [SHADOW_CONFIG] shadowMapResolution shadowDistance SHADOW_FILTER SHADOW_COLOR AO AO_STRENGTH DESATURATION DESATURATION_FACTOR MULTICOLORED_BLOCKLIGHT [MCBL] DYNAMIC_HANDLIGHT WHITE_WORLD screen.SHADOW_CONFIG= SHADOW_ENTITY SHADOW_BLOCK_ENTITY SHADOW_VEGETATION SHADOW_CLOUD sunPathRotation SHADOW_BIAS SHADOW_PIXEL screen.MCBL= MCBL_ANTI_BLEED MCBL_LEGACY_COLOR screen.MATERIAL= ADVANCED_MATERIALS MATERIAL_FORMAT [INTEGRATED] [SPECULAR] [NORMALS] SSS BASIC_SSS EMISSIVE REFRACTION ALBEDO_BALANCING ALPHA_BLEND ENTITY_FLASH screen.SPECULAR= REFLECTION REFLECTION_TRANSLUCENT REFLECTION_SPECULAR REFLECTION_ROUGH REFLECTION_RAIN REFLECTION_RAIN_AMOUNT REFLECTION_PREVIOUS SPECULAR_HIGHLIGHT_ROUGH ALBEDO_METAL REFLECTION_MODE REFLECTION_SKY_FALLOFF REFLECTION_SKYBOX screen.NORMALS= PARALLAX PARALLAX_DEPTH PARALLAX_QUALITY PARALLAX_DISTANCE SELF_SHADOW SELF_SHADOW_ANGLE SELF_SHADOW_QUALITY SELF_SHADOW_STRENGTH DIRECTIONAL_LIGHTMAP DIRECTIONAL_LIGHTMAP_STRENGTH NORMAL_DAMPENING NORMAL_PLANTS screen.INTEGRATED= GENERATED_NORMALS GENERATED_NORMAL_MULT GENERATED_NORMAL_THRESHOLD GENERATED_NORMAL_CLAMP GENERATED_NORMAL_RESOLUTION INTEGRATED_SPECULAR screen.ATMOSPHERICS= [CLOUDS] [FOG] [SKY] [SKYBOX] LIGHT_SHAFT LIGHT_SHAFT_STRENGTH WEATHER_PERBIOME WEATHER_OPACITY screen.SKY= SKY_DENSITY_D SKY_EXPOSURE_D SKY_DENSITY_N SKY_EXPOSURE_N SKY_DENSITY_W SKY_EXPOSURE_W SKY_HORIZON_N SKY_HORIZON_F SKY_DESATURATION SKY_GROUND UNDERGROUND_SKY SHADER_END_SKY SKY_DEFERRED screen.CLOUDS= CLOUDS CLOUD_BASE CLOUD_DENSITY CLOUD_AMOUNT CLOUD_HEIGHT CLOUD_THICKNESS CLOUD_DETAIL CLOUD_SPEED CLOUD_OPACITY CLOUD_BRIGHTNESS CLOUD_VOLUMETRIC_SCALE screen.FOG= FOG_DENSITY [FOG_DENSITY] FOG_HEIGHT [FOG_HEIGHT] FAR_VANILLA_FOG [FOG_VANILLA] screen.FOG_DENSITY= FOG_DENSITY_NIGHT FOG_DENSITY_WEATHER FOG_DENSITY_COLD FOG_DENSITY_DRY FOG_DENSITY_DAMP FOG_DENSITY_INDOOR FOG_DENSITY_DH screen.FOG_HEIGHT= FOG_HEIGHT_Y FOG_HEIGHT_FALLOFF screen.FOG_VANILLA= FAR_VANILLA_FOG_STYLE FOG_DENSITY_VANILLA FOG_VANILLA_CLOUD screen.SKYBOX= ROUND_SUN_MOON ROUND_SUN_MOON_SIZE STARS AURORA SKYBOX_INTENSITY SKYBOX_OPACITY SUN_INTENSITY MOON_INTENSITY screen.WATER= WATER_MODE WATER_ALPHA_MODE WATER_NORMALS WATER_PARALLAX WATER_SHADOW_COLOR WATER_CAUSTICS WATER_DETAIL WATER_SHARPNESS WATER_BUMP WATER_SPEED WATER_FOG WATER_FOG_DENSITY WATER_CAUSTICS_STRENGTH WATER_PIXEL screen.CAMERA= DOF DOF_STRENGTH MOTION_BLUR MOTION_BLUR_STRENGTH BLOOM BLOOM_STRENGTH BLOOM_CONTRAST BLOOM_RADIUS LENS_FLARE LENS_FLARE_STRENGTH VIGNETTE VIGNETTE_STRENGTH DIRTY_LENS CHROMATIC_ABERRATION UNDERWATER_DISTORTION screen.ANTIALIASING= FXAA TAA FXAA_SUBPIXEL FXAA_EDGE_SENSITIVITY TAA_MODE TAA_SELECTIVE screen.COLOR= [LIGHT_COLOR] [BLOCKLIGHT_COLOR] [SKY_COLOR] [WATER_COLOR] [WEATHER_COLOR] [AURORA_COLOR] [NETHER_COLOR] [END_COLOR] screen.LIGHT_COLOR= [LIGHT_M] [AMBIENT_M] [LIGHT_D] [AMBIENT_D] [LIGHT_E] [AMBIENT_E] [LIGHT_N] [AMBIENT_N] [MINLIGHT] screen.LIGHT_M= LIGHT_MR LIGHT_MG LIGHT_MB LIGHT_MI screen.LIGHT_D= LIGHT_DR LIGHT_DG LIGHT_DB LIGHT_DI screen.LIGHT_E= LIGHT_ER LIGHT_EG LIGHT_EB LIGHT_EI screen.LIGHT_N= LIGHT_NR LIGHT_NG LIGHT_NB LIGHT_NI screen.AMBIENT_M= AMBIENT_MR AMBIENT_MG AMBIENT_MB AMBIENT_MI screen.AMBIENT_D= AMBIENT_DR AMBIENT_DG AMBIENT_DB AMBIENT_DI screen.AMBIENT_E= AMBIENT_ER AMBIENT_EG AMBIENT_EB AMBIENT_EI screen.AMBIENT_N= AMBIENT_NR AMBIENT_NG AMBIENT_NB AMBIENT_NI screen.MINLIGHT= MINLIGHT_R MINLIGHT_G MINLIGHT_B MINLIGHT_I screen.BLOCKLIGHT_COLOR= BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B BLOCKLIGHT_I EMISSIVE_RECOLOR screen.SKY_COLOR= SKY_R SKY_G SKY_B SKY_I SKY_VANILLA SKY_VANILLA_USE_FOG screen.WATER_COLOR= WATER_R WATER_G WATER_B WATER_I WATER_A WATER_F screen.WEATHER_COLOR= [WEATHER_R] [WEATHER_C] [WEATHER_D] [WEATHER_B] [WEATHER_S] [WEATHER_M] [WEATHER_V] [WEATHER_J] screen.WEATHER_R= WEATHER_RR WEATHER_RG WEATHER_RB WEATHER_RI screen.WEATHER_C= WEATHER_CR WEATHER_CG WEATHER_CB WEATHER_CI screen.WEATHER_D= WEATHER_DR WEATHER_DG WEATHER_DB WEATHER_DI screen.WEATHER_B= WEATHER_BR WEATHER_BG WEATHER_BB WEATHER_BI screen.WEATHER_S= WEATHER_SR WEATHER_SG WEATHER_SB WEATHER_SI screen.WEATHER_M= WEATHER_MR WEATHER_MG WEATHER_MB WEATHER_MI screen.WEATHER_V= WEATHER_VR WEATHER_VG WEATHER_VB WEATHER_VI screen.WEATHER_J= WEATHER_JR WEATHER_JG WEATHER_JB WEATHER_JI screen.AURORA_COLOR= [AURORA_L] [AURORA_H] screen.AURORA_L= AURORA_LR AURORA_LG AURORA_LB AURORA_LI screen.AURORA_H= AURORA_HR AURORA_HG AURORA_HB AURORA_HI screen.NETHER_COLOR= [NETHER_N] [NETHER_V] [NETHER_C] [NETHER_W] [NETHER_B] NETHER_VANILLA screen.NETHER_N= NETHER_NR NETHER_NG NETHER_NB NETHER_NI screen.NETHER_V= NETHER_VR NETHER_VG NETHER_VB NETHER_VI screen.NETHER_C= NETHER_CR NETHER_CG NETHER_CB NETHER_CI screen.NETHER_W= NETHER_WR NETHER_WG NETHER_WB NETHER_WI screen.NETHER_B= NETHER_BR NETHER_BG NETHER_BB NETHER_BI screen.END_COLOR= END_R END_G END_B END_I screen.CGT= EXPOSURE AUTO_EXPOSURE CLASSIC_EXPOSURE [EXPOSURE_CONFIG] COLOR_GRADING [COLOR_GRADING_CONFIG] TONEMAP_LOWER_CURVE TONEMAP_UPPER_CURVE TONEMAP_WHITE_CURVE TONEMAP_WHITE_PATH SATURATION VIBRANCE screen.EXPOSURE_CONFIG= AUTO_EXPOSURE_RADIUS AUTO_EXPOSURE_SPEED screen.COLOR_GRADING_CONFIG= [CG_R] [CG_G] [CG_B] [CG_T] screen.CG_R= CG_RR CG_RG CG_RB CG_RI CG_RM CG_RC screen.CG_G= CG_GR CG_GG CG_GB CG_GI CG_GM CG_GC screen.CG_B= CG_BR CG_BG CG_BB CG_BI CG_BM CG_BC screen.CG_T= CG_TR CG_TG CG_TB CG_TI CG_TM screen.EXTRAS= OUTLINE TOON_LIGHTMAP RETRO_FILTER RETRO_FILTER_SIZE WORLD_CURVATURE WORLD_CURVATURE_SIZE screen.ANIMATION= WORLD_TIME_ANIMATION ANIMATION_SPEED WAVING_GRASS WAVING_CROP WAVING_PLANT WAVING_TALL_PLANT WAVING_LEAF WAVING_VINE WAVING_WATER WAVING_LAVA WAVING_FIRE WAVING_LANTERN #Set Sliders sliders=shadowMapResolution shadowDistance sunPathRotation SHADOW_PIXEL AO_STRENGTH DESATURATION_FACTOR REFLECTION_RAIN_AMOUNT REFLECTION_SKY_FALLOFF PARALLAX_DEPTH PARALLAX_QUALITY PARALLAX_DISTANCE SELF_SHADOW_ANGLE SELF_SHADOW_QUALITY SELF_SHADOW_STRENGTH DIRECTIONAL_LIGHTMAP_STRENGTH DOF_STRENGTH MOTION_BLUR_STRENGTH BLOOM_STRENGTH BLOOM_CONTRAST BLOOM_RADIUS LENS_FLARE_STRENGTH VIGNETTE_STRENGTH EXPOSURE AUTO_EXPOSURE_RADIUS AUTO_EXPOSURE_SPEED TONEMAP_LOWER_CURVE TONEMAP_UPPER_CURVE TONEMAP_WHITE_CURVE TONEMAP_WHITE_PATH SATURATION VIBRANCE CG_RR CG_RG CG_RB CG_RI CG_RM CG_RC CG_GR CG_GG CG_GB CG_GI CG_GM CG_GC CG_BR CG_BG CG_BB CG_BI CG_BM CG_BC CG_TR CG_TG CG_TB CG_TI CG_TM FXAA_SUBPIXEL FXAA_EDGE_SENSITIVITY LIGHT_MR LIGHT_MG LIGHT_MB LIGHT_MI LIGHT_DR LIGHT_DG LIGHT_DB LIGHT_DI LIGHT_ER LIGHT_EG LIGHT_EB LIGHT_EI LIGHT_NR LIGHT_NG LIGHT_NB LIGHT_NI AMBIENT_MR AMBIENT_MG AMBIENT_MB AMBIENT_MI AMBIENT_DR AMBIENT_DG AMBIENT_DB AMBIENT_DI AMBIENT_ER AMBIENT_EG AMBIENT_EB AMBIENT_EI AMBIENT_NR AMBIENT_NG AMBIENT_NB AMBIENT_NI MINLIGHT_R MINLIGHT_G MINLIGHT_B MINLIGHT_I BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B BLOCKLIGHT_I SKY_R SKY_G SKY_B SKY_I WATER_R WATER_G WATER_B WATER_I WATER_A WATER_F WEATHER_RR WEATHER_RG WEATHER_RB WEATHER_RI WEATHER_CR WEATHER_CG WEATHER_CB WEATHER_CI WEATHER_DR WEATHER_DG WEATHER_DB WEATHER_DI WEATHER_BR WEATHER_BG WEATHER_BB WEATHER_BI WEATHER_SR WEATHER_SG WEATHER_SB WEATHER_SI WEATHER_MR WEATHER_MG WEATHER_MB WEATHER_MI WEATHER_VR WEATHER_VG WEATHER_VB WEATHER_VI WEATHER_JR WEATHER_JG WEATHER_JB WEATHER_JI AURORA_LR AURORA_LG AURORA_LB AURORA_LI AURORA_HR AURORA_HG AURORA_HB AURORA_HI NETHER_NR NETHER_NG NETHER_NB NETHER_NI NETHER_VR NETHER_VG NETHER_VB NETHER_VI NETHER_CR NETHER_CG NETHER_CB NETHER_CI NETHER_WR NETHER_WG NETHER_WB NETHER_WI NETHER_BR NETHER_BG NETHER_BB NETHER_BI END_R END_G END_B END_I CLOUD_DENSITY CLOUD_AMOUNT CLOUD_HEIGHT CLOUD_THICKNESS CLOUD_DETAIL CLOUD_OPACITY CLOUD_SPEED CLOUD_BRIGHTNESS CLOUD_VOLUMETRIC_SCALE SKY_DENSITY_D SKY_EXPOSURE_D SKY_DENSITY_N SKY_EXPOSURE_N SKY_DENSITY_W SKY_EXPOSURE_W SKY_HORIZON_N SKY_HORIZON_F SKYBOX_INTENSITY SKYBOX_OPACITY SUN_INTENSITY MOON_INTENSITY FOG_DENSITY FOG_DENSITY_NIGHT FOG_DENSITY_WEATHER FOG_DENSITY_COLD FOG_DENSITY_DRY FOG_DENSITY_DAMP FOG_DENSITY_INDOOR FOG_DENSITY_DH FOG_HEIGHT_Y FOG_HEIGHT_FALLOFF FOG_DENSITY_VANILLA LIGHT_SHAFT_STRENGTH ROUND_SUN_MOON_SIZE WEATHER_OPACITY WATER_SHARPNESS WATER_DETAIL WATER_BUMP WATER_SPEED WATER_FOG_DENSITY WATER_CAUSTICS_STRENGTH WATER_PIXEL RETRO_FILTER_SIZE WORLD_CURVATURE_SIZE ANIMATION_SPEED GENERATED_NORMAL_MULT GENERATED_NORMAL_THRESHOLD GENERATED_NORMAL_CLAMP GENERATED_NORMAL_RESOLUTION #Program Toggle program.world0/shadow.enabled=SHADOW program.world-1/shadow.enabled=SHADOW program.world1/shadow.enabled=SHADOW program.world0/deferred.enabled=AO program.world-1/deferred.enabled=AO program.world1/deferred.enabled=AO program.world0/composite1.enabled=LIGHT_SHAFT program.world1/composite1.enabled=LIGHT_SHAFT program.world0/composite2.enabled=MOTION_BLUR program.world-1/composite2.enabled=MOTION_BLUR program.world1/composite2.enabled=MOTION_BLUR program.world0/composite3.enabled=DOF program.world-1/composite3.enabled=DOF program.world1/composite3.enabled=DOF program.world0/composite6.enabled=FXAA && !RETRO_FILTER program.world-1/composite6.enabled=FXAA && !RETRO_FILTER program.world1/composite6.enabled=FXAA && !RETRO_FILTER program.world0/composite7.enabled=TAA && !RETRO_FILTER program.world-1/composite7.enabled=TAA && !RETRO_FILTER program.world1/composite7.enabled=TAA && !RETRO_FILTER #Disable Fast Leaves alphaTest.gbuffers_terrain=GREATER 0.1 #Allow Low Opacity alphaTest.gbuffers_clouds=GREATER 0.005 alphaTest.gbuffers_hand=GREATER 0.005 alphaTest.gbuffers_water=GREATER 0.001 alphaTest.gbuffers_weather=GREATER 0.0001 #Enable Beacon Beam Depth beacon.beam.depth=true #Custom Texture texture.noise=tex/noise.png texture.composite.depthtex2=tex/dirt.png #Custom Time Uniform #variable.float.tAmin=frac(sunAngle - 0.033333333) #variable.float.tAlin=if(tAmin < 0.433333333, tAmin * 1.15384615385, tAmin * 0.882352941176 + 0.117647058824) #variable.float.hA=if(tAlin > 0.5, 1.0, 0.0) #variable.float.tAfrc=frac(tAlin * 2.0) #variable.float.tAfrs=tAfrc * tAfrc * (3.0 - 2.0 * tAfrc) #variable.float.tAmix=if(hA < 0.5, 0.3, -0.1) #uniform.float.timeAngle=(tAfrc * (1.0 - tAmix) + tAfrs * tAmix + hA) * 0.5 #uniform.float.shadowFade=clamp(1.0 - (abs(abs(sunAngle - 0.5) - 0.25) - 0.23) * 100.0, 0.0, 1.0) uniform.float.timeAngle=worldTime / 24000 variable.float.shadowFadeOut1=clamp((worldTime - 12330) / 230, 0.0, 1.0) variable.float.shadowFadeIn1=clamp((worldTime - 13010) / 220, 0.0, 1.0) variable.float.shadowFadeOut2=clamp((worldTime - 22770) / 220, 0.0, 1.0) variable.float.shadowFadeIn2=clamp((worldTime - 23440) / 230, 0.0, 1.0) uniform.float.shadowFade=1.0 - (shadowFadeOut1 - shadowFadeIn1 + shadowFadeOut2 - shadowFadeIn2) uniform.float.timeBrightness=max(sin(timeAngle * 6.28318530718), 0.0) #Custom Blindness Uniform variable.float.blindFactorSqrt=clamp(blindness * 2.0 - 1.0, 0.0, 1.0) uniform.float.blindFactor=blindFactorSqrt * blindFactorSqrt #Custom Biome Uniforms variable.float.yCold1=if(cameraPosition.y >= 93.0, 1, 0) variable.float.yCold2=if(cameraPosition.y >= 123.0, 1, 0) variable.float.yCold3=if(cameraPosition.y >= 153.0, 1, 0) #if MC_VERSION >= 11800 uniform.float.isCold=smooth(1, if(in(biome, BIOME_GROVE, BIOME_FROZEN_OCEAN, BIOME_FROZEN_RIVER, BIOME_SNOWY_PLAINS, BIOME_SNOWY_BEACH, BIOME_SNOWY_TAIGA, BIOME_ICE_SPIKES), 1, 0), 10, 10) + \ smooth(11, if(in(biome, BIOME_WINDSWEPT_HILLS, BIOME_STONY_SHORE, BIOME_WINDSWEPT_FOREST, BIOME_WINDSWEPT_GRAVELLY_HILLS), 1, 0) * yCold1, 10, 10) + \ smooth(12, if(in(biome, BIOME_TAIGA, BIOME_OLD_GROWTH_PINE_TAIGA), 1, 0) * yCold2, 10, 10) + \ smooth(13, if(in(biome, BIOME_OLD_GROWTH_SPRUCE_TAIGA), 1, 0) * yCold3, 10, 10) uniform.float.isDesert=smooth(2, if(in(biome, BIOME_DESERT), 1, 0), 10, 10) uniform.float.isMesa=smooth(3, if(in(biome, BIOME_BADLANDS, BIOME_WOODED_BADLANDS, BIOME_ERODED_BADLANDS), 1, 0), 10, 10) uniform.float.isSwamp=smooth(4, if(in(biome, BIOME_SWAMP, BIOME_MANGROVE_SWAMP), 1, 0), 10, 10) uniform.float.isMushroom=smooth(5, if(in(biome, BIOME_MUSHROOM_FIELDS), 1, 0), 10, 10) uniform.float.isSavanna=smooth(6, if(in(biome, BIOME_SAVANNA, BIOME_SAVANNA_PLATEAU), 1, 0), 10, 10) uniform.float.isJungle=smooth(7, if(in(biome, BIOME_JUNGLE, BIOME_SPARSE_JUNGLE, BIOME_BAMBOO_JUNGLE), 1, 0), 10, 10) uniform.float.isValley=smooth(8, if(in(biome, BIOME_SOUL_SAND_VALLEY), 1, 0), 10, 10) uniform.float.isCrimson=smooth(9, if(in(biome, BIOME_CRIMSON_FOREST), 1, 0), 10, 10) uniform.float.isWarped=smooth(10, if(in(biome, BIOME_WARPED_FOREST), 1, 0), 10, 10) uniform.float.isBasalt=smooth(11, if(in(biome, BIOME_BASALT_DELTAS), 1, 0), 10, 10) uniform.float.voidFade=clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0) #else uniform.float.isCold=smooth(1, if(in(biome, 10, 11, 12, 13, 26, 30, 31, 140, 158), 1, 0), 10, 10) + \ smooth(11, if(in(biome, 3, 25, 34, 131, 162), 1, 0) * yCold1, 10, 10) + \ smooth(12, if(in(biome, 5, 19, 32, 33, 133), 1, 0) * yCold2, 10, 10) + \ smooth(13, if(in(biome, 160, 161), 1, 0) * yCold3, 10, 10) uniform.float.isDesert=smooth(2, if(in(biome, 2, 17, 130), 1, 0), 10, 10) uniform.float.isMesa=smooth(3, if(in(biome, 37, 38, 39, 165, 166, 167), 1, 0), 10, 10) uniform.float.isSwamp=smooth(4, if(in(biome, 6, 134), 1, 0), 10, 10) uniform.float.isMushroom=smooth(5, if(in(biome, 14, 15), 1, 0), 10, 10) uniform.float.isSavanna=smooth(6, if(in(biome, 35, 36, 163, 164), 1, 0), 10, 10) uniform.float.isJungle=smooth(7, if(in(biome, 21, 22, 23, 48, 49, 149, 151), 1, 0), 10, 10) uniform.float.isValley=smooth(8, if(in(biome, 170), 1, 0), 10, 10) uniform.float.isCrimson=smooth(9, if(in(biome, 171), 1, 0), 10, 10) uniform.float.isWarped=smooth(10, if(in(biome, 172), 1, 0), 10, 10) uniform.float.isBasalt=smooth(11, if(in(biome, 173), 1, 0), 10, 10) uniform.float.voidFade=clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0) #endif #Frame Jitter Uniform uniform.float.framemod8 = frameCounter % 8 uniform.float.framemod2 = frameCounter % 2 #Disable Frustum Culling When Necessary #ifdef WORLD_CURVATURE frustum.culling=false #endif #Disable Entity Shadows If Disabled #ifndef SHADOW_ENTITY shadowEntities=false #endif #ifndef SHADOW_BLOCK_ENTITY shadowBlockEntities=false #endif #Disable Distant Horizons Shadow #ifdef DISTANT_HORIZONS dhShadow.enabled = false blend.dh_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA #endif