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Add Null to readme special thanks (Long overdue). fix lit particle br…
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…ightness misc setting. fix visible precision errors on decoded lightmaps
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X0nk committed May 22, 2024
1 parent 73a6411 commit 14b20cd
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Showing 5 changed files with 12 additions and 18 deletions.
5 changes: 3 additions & 2 deletions README.md
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Expand Up @@ -5,8 +5,9 @@ i eventually started tweaking the shader, adding settings, breaking stuff, and a
i wanted to emphasize a varying scene, where the lighting isn't always the same whenever or wherever you are.

### SPECIAL THANKS:
+ Chocapic13, for the whole thing
+ WoMspace, for doing a DOF overhaul
+ Chocapic13, for the base shader
+ WoMspace, for spending alot of time creating a DOF overhaul
+ Null, for doing a huge amount of work creating the voxel floodfill colored lighting
+ Emin, and Gri573, for teaching me how to stop alot of light leaking
+ RRe36 and Sixthsurge, for the great ideas to steal
### [Want to support me? donate on my patreon](https://www.patreon.com/Xonkmoney)
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2 changes: 1 addition & 1 deletion shaders/dimensions/all_particles.fsh
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Expand Up @@ -394,7 +394,7 @@ void main() {
vec3 MinimumLightColor = vec3(1.0);

if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
// if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;
if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS;

#ifdef OVERWORLD_SHADER
directLightColor = lightCol.rgb/80.0;
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3 changes: 1 addition & 2 deletions shaders/dimensions/composite1.fsh
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Expand Up @@ -737,8 +737,7 @@ void main() {

vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
vec3 normal = decode(dataUnpacked0.yw);
vec2 lightmap = dataUnpacked1.yz;//min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0

vec2 lightmap = min(max(dataUnpacked1.yz - 0.05,0.0)*1.06,1.0);// small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0

#if defined END_SHADER || defined NETHER_SHADER
lightmap.y = 1.0;
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2 changes: 1 addition & 1 deletion shaders/lib/settings.glsl
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Expand Up @@ -661,7 +661,7 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)

// #define OLD_LIGHTLEAK_FIX

#define LIT_PARTICLE_BRIGHTNESS 2.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
#define LIT_PARTICLE_BRIGHTNESS 1.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]


#define SELECT_BOX
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18 changes: 6 additions & 12 deletions shaders/shaders.properties
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Expand Up @@ -221,8 +221,8 @@ BLISS_SHADERS <empty> \

######## ATMOSPHERICS

# screen.Sky_coefficients.columns=1
# screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
screen.Sky_coefficients.columns=1
screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB

### CLOUDS
screen.Clouds.columns = 3
Expand All @@ -246,16 +246,6 @@ BLISS_SHADERS <empty> \
BorderFog PER_BIOME_ENVIRONMENT \
RAYMARCH_CLOUDS_WITH_FOG


# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
# VL_SAMPLES RainFog_amount \
# BLOOMY_FOG [TOD_fog] \
# FOG_START_HEIGHT [Cave_Fog] \
# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
# RAYMARCH_CLOUDS_WITH_FOG BorderFog



screen.TOD_fog.columns=2
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

Expand Down Expand Up @@ -445,6 +435,10 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
#endif
#endif





# 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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