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