added options

This commit is contained in:
Booklordofthedings 2024-06-25 15:19:25 +02:00
parent 957e2d56d9
commit edb25a8628
3 changed files with 34 additions and 22 deletions

View file

@ -11,7 +11,27 @@
---------------------------------------------------------------------*/
//User Settings//
#define SHADER_STYLE 1 //[1 4]
//Internal Settings//
#define SIDE_SHADOWING
#define SHADOW_FILTERING
#define GLASS_OPACITY 0.25
#define FANCY_NETHERPORTAL
#define DIRECTIONAL_SHADING
#define ATMOSPHERIC_FOG
#define BLOOM_FOG
#define GLOWING_ENTITY_FIX
#define FLICKERING_FIX
//#define SAFER_GENERATED_NORMALS
#define SHADOW_FRUSTUM_FIT
#define SHADER_STYLE 1 //[1 4]
#define RP_MODE 1 //[1 0 3 2]
@ -206,7 +226,12 @@
#define WORLD_OUTLINE_THICKNESS 1 //[1 2 3 4]
#define WORLD_OUTLINE_I 1.50 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00 2.20 2.40 2.60 2.80 3.00 3.25 3.50 3.75 4.00]
//#define DARK_OUTLINE
#define DARK_OUTLINE_THICKNESS 1 //[1 2]
#define DARK_OUTLINE_THICKNESS 2 //[1 2 3 4 5 6 7 8 9 10 11 12]
#define DARK_OUTLINE_R 0.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0]
#define DARK_OUTLINE_G 0.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0]
#define DARK_OUTLINE_B 0.00 //[0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0]
#define HAND_SWAYING 0 //[0 1 2 3]
#define SHOW_LIGHT_LEVEL 0 //[0 1 2 3]
@ -302,24 +327,6 @@
//#define DREAM_TWEAKED_LIGHTING
//#define DREAM_TWEAKED_BORDERFOG
//Internal Settings//
#define SIDE_SHADOWING
#define SHADOW_FILTERING
#define GLASS_OPACITY 0.25
#define FANCY_NETHERPORTAL
#define DIRECTIONAL_SHADING
#define ATMOSPHERIC_FOG
#define BLOOM_FOG
#define GLOWING_ENTITY_FIX
#define FLICKERING_FIX
//#define SAFER_GENERATED_NORMALS
#define SHADOW_FRUSTUM_FIT
//Extensions//
//Information//

View file

@ -20,7 +20,9 @@ void DoDarkOutline(inout vec3 color, inout float skyFade, float z0, float dither
float z = GetLinearDepth(z0) * far * 2.0;
float minZ = 1.0, sampleZA = 0.0, sampleZB = 0.0;
int sampleCount = 2; //Amount
int sampleCount = DARK_OUTLINE_THICKNESS;
for(int i = 0; i < sampleCount; i++) {
@ -39,7 +41,7 @@ void DoDarkOutline(inout vec3 color, inout float skyFade, float z0, float dither
vec3 playerPos = ViewToPlayer(viewPos.xyz);
vec3 nViewPos = normalize(viewPos.xyz);
vec3 newColor = vec3(0.0); //Color
vec3 newColor = vec3(DARK_OUTLINE_R , DARK_OUTLINE_G , DARK_OUTLINE_B); //Color
color = mix(color, newColor, 1.0 - outline * 1.1);
}

View file

@ -0,0 +1,3 @@
screen= DARK_OUTLINE_THICKNESS DARK_OUTLINE_R DARK_OUTLINE_G DARK_OUTLINE_B
sliders= DARK_OUTLINE_THICKNESS DARK_OUTLINE_R DARK_OUTLINE_G DARK_OUTLINE_B