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957e2d56d9
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3 changed files with 34 additions and 22 deletions
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@ -11,7 +11,27 @@
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---------------------------------------------------------------------*/
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//User Settings//
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#define SHADER_STYLE 1 //[1 4]
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//Internal Settings//
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#define SIDE_SHADOWING
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#define SHADOW_FILTERING
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#define GLASS_OPACITY 0.25
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#define FANCY_NETHERPORTAL
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#define DIRECTIONAL_SHADING
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#define ATMOSPHERIC_FOG
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#define BLOOM_FOG
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#define GLOWING_ENTITY_FIX
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#define FLICKERING_FIX
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//#define SAFER_GENERATED_NORMALS
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#define SHADOW_FRUSTUM_FIT
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#define SHADER_STYLE 1 //[1 4]
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#define RP_MODE 1 //[1 0 3 2]
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@ -206,7 +226,12 @@
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#define WORLD_OUTLINE_THICKNESS 1 //[1 2 3 4]
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#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]
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//#define DARK_OUTLINE
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#define DARK_OUTLINE_THICKNESS 1 //[1 2]
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#define DARK_OUTLINE_THICKNESS 2 //[1 2 3 4 5 6 7 8 9 10 11 12]
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#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]
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#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]
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#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]
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#define HAND_SWAYING 0 //[0 1 2 3]
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#define SHOW_LIGHT_LEVEL 0 //[0 1 2 3]
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@ -302,24 +327,6 @@
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//#define DREAM_TWEAKED_LIGHTING
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//#define DREAM_TWEAKED_BORDERFOG
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//Internal Settings//
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#define SIDE_SHADOWING
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#define SHADOW_FILTERING
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#define GLASS_OPACITY 0.25
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#define FANCY_NETHERPORTAL
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#define DIRECTIONAL_SHADING
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#define ATMOSPHERIC_FOG
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#define BLOOM_FOG
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#define GLOWING_ENTITY_FIX
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#define FLICKERING_FIX
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//#define SAFER_GENERATED_NORMALS
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#define SHADOW_FRUSTUM_FIT
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//Extensions//
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//Information//
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@ -20,7 +20,9 @@ void DoDarkOutline(inout vec3 color, inout float skyFade, float z0, float dither
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float z = GetLinearDepth(z0) * far * 2.0;
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float minZ = 1.0, sampleZA = 0.0, sampleZB = 0.0;
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int sampleCount = 2; //Amount
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int sampleCount = DARK_OUTLINE_THICKNESS;
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for(int i = 0; i < sampleCount; i++) {
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@ -39,7 +41,7 @@ void DoDarkOutline(inout vec3 color, inout float skyFade, float z0, float dither
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vec3 playerPos = ViewToPlayer(viewPos.xyz);
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vec3 nViewPos = normalize(viewPos.xyz);
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vec3 newColor = vec3(0.0); //Color
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vec3 newColor = vec3(DARK_OUTLINE_R , DARK_OUTLINE_G , DARK_OUTLINE_B); //Color
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color = mix(color, newColor, 1.0 - outline * 1.1);
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}
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3
shaders/shaders.properties
Normal file
3
shaders/shaders.properties
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@ -0,0 +1,3 @@
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screen= DARK_OUTLINE_THICKNESS DARK_OUTLINE_R DARK_OUTLINE_G DARK_OUTLINE_B
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sliders= DARK_OUTLINE_THICKNESS DARK_OUTLINE_R DARK_OUTLINE_G DARK_OUTLINE_B
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