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Reimagined r1.4
1 parent 10a1aae commit 0e495de

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+1002
-403
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shaders/block.properties

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ block.10008=oak_leaves spruce_leaves birch_leaves jungle_leaves acacia_leaves da
2525
block.10012=vine
2626
block.10016=attached_pumpkin_stem attached_melon_stem mangrove_propagule seagrass tall_seagrass kelp_plant kelp hanging_roots sugar_cane cobweb spore_blossom
2727
block.10020=sunflower:half=upper lilac:half=upper rose_bush:half=upper peony:half=upper tall_grass:half=upper large_fern:half=upper
28-
block.10024=
28+
block.10024=brewing_stand
2929
block.10028=hay_block
3030
block.10032=stone_bricks mossy_stone_bricks cracked_stone_bricks chiseled_stone_bricks stone_brick_stairs mossy_stone_brick_wall stone_brick_wall mossy_stone_brick_stairs mossy_stone_brick_slab infested_chiseled_stone_bricks infested_cracked_stone_bricks infested_mossy_stone_bricks infested_stone_bricks stone_brick_slab
3131
block.10036=anvil chipped_anvil damaged_anvil

shaders/lang/en_US.lang

Lines changed: 70 additions & 95 deletions
Original file line numberDiff line numberDiff line change
@@ -10,12 +10,12 @@ profile.comment=Shader profiles change performance settings with the most optimi
1010

1111
#CMPR
1212
option.CMPR=Complementary
13-
value.CMPR.0=§cReimagined
14-
value.CMPR.1=§eReimagined
15-
value.CMPR.2=§aReimagined
13+
value.CMPR.0=§bReimagined
14+
value.CMPR.1=§bReimagined
15+
value.CMPR.2=§bReimagined
1616
value.CMPR.3=§bReimagined
17-
value.CMPR.4=§9Reimagined
18-
value.CMPR.5=§dReimagined
17+
value.CMPR.4=§bReimagined
18+
value.CMPR.5=§bReimagined
1919
option.CMPR.comment=Complementary Reimagined is a creation of love and care, meant to complement the unique Minecraft experience in the best way possible. I hope you enjoy your time with Reimagined as much as I enjoyed developing it. Please feel free to join the Complementary community here: www.complementary.dev/discord
2020

2121
#Screens
@@ -121,28 +121,18 @@ value.SSAO.false=§aOFF
121121

122122
option.GENERATED_NORMALS=Generated Normals
123123
option.GENERATED_NORMALS.comment=Adds auto-generated bumps to textures. §e[*]§r RP Support option must be set to Integrated PBR+.
124-
value.GENERATED_NORMALS.true=§dON
125-
value.GENERATED_NORMALS.false=§aOFF
126124

127125
option.COATED_TEXTURES=Coated Textures
128126
option.COATED_TEXTURES.comment=Adds auto-generated noise to textures. §e[*]§r RP Support option must be set to Integrated PBR+.
129-
value.COATED_TEXTURES.true=§dON
130-
value.COATED_TEXTURES.false=§aOFF
131127

132128
option.BORDER_FOG=Border Fog
133129
option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders.
134-
value.BORDER_FOG.true=§aON
135-
value.BORDER_FOG.false=§aOFF
136130

137131
option.CLOUD_SHADOWS=Cloud Shadows
138132
option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds.
139-
value.CLOUD_SHADOWS.true=§bON
140-
value.CLOUD_SHADOWS.false=§aOFF
141133

142134
option.SECOND_CLOUD_LAYER=Second Cloud Layer
143135
option.SECOND_CLOUD_LAYER.comment=Enables a second layer of clouds. §c[-]§r Enabling this can impact performance.
144-
value.SECOND_CLOUD_LAYER.true=§dON
145-
value.SECOND_CLOUD_LAYER.false=§aOFF
146136

147137
option.CLOUD_ALT1=Cloud Layer Altitude
148138
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at.
@@ -153,8 +143,8 @@ option.CLOUD_ALT2.comment=Determines the world height which the second layer clo
153143
option.T_EXPOSURE=Tonemap Exposure
154144
option.T_EXPOSURE.comment=Adjusts the overall brightness of the image.
155145

156-
option.T_WHITE_CURVE=Tonemap White Curve
157-
option.T_WHITE_CURVE.comment=Adjusts how easily the colors reach to full white.
146+
option.TM_WHITE_CURVE=Tonemap White Curve
147+
option.TM_WHITE_CURVE.comment=Adjusts how easily the colors reach to full white.
158148

159149
option.T_LOWER_CURVE=Tonemap Lower Curve
160150
option.T_LOWER_CURVE.comment=Adjusts contrast of darker colors.
@@ -170,40 +160,36 @@ option.T_VIBRANCE.comment=Adjusts the colorfulness of the image, but already col
170160

171161
option.WATER_STYLE=Water Style
172162
option.WATER_STYLE.comment=Determines the style of water. §c[-]§r Water waves can severely impact performance.
173-
value.WATER_STYLE.1=§aReimagined
174-
value.WATER_STYLE.2=§dReimagined + Waves
175-
value.WATER_STYLE.3=§dRealistic-ish
163+
value.WATER_STYLE.1=Reimagined
164+
value.WATER_STYLE.2=Reimagined + Waves
165+
value.WATER_STYLE.3=Realistic-ish
176166

177167
option.SUN_MOON_HORIZON=Sun/Moon Horizon
178168
option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line.
179-
value.SUN_MOON_HORIZON.true=§aON
180-
value.SUN_MOON_HORIZON.false=§aOFF
181169

182170
option.NIGHT_STAR_AMOUNT=Night Star Amount
183171
option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky.
184-
value.NIGHT_STAR_AMOUNT.2=§aMedium
185-
value.NIGHT_STAR_AMOUNT.3=§aHigh
172+
value.NIGHT_STAR_AMOUNT.2=Medium
173+
value.NIGHT_STAR_AMOUNT.3=High
186174

187175
option.AURORA_BOREALIS=Aurora Borealis
188176
option.AURORA_BOREALIS.comment=Enables northern lights to appear in the night sky.
189-
value.AURORA_BOREALIS.true=§dON
190-
value.AURORA_BOREALIS.false=§aOFF
191177

192178
option.AURORA_CONDITION=Aurora
193179
option.AURORA_CONDITION.comment=Determines the condition(s) for the Aurora Borealis to appear.
194-
value.AURORA_CONDITION.0=§aNo Condition
195-
value.AURORA_CONDITION.1=§aFull Moon
196-
value.AURORA_CONDITION.2=§aSnowy Biome
197-
value.AURORA_CONDITION.3=§aFull Moon in Snowy Biome
180+
value.AURORA_CONDITION.0=No Condition
181+
value.AURORA_CONDITION.1=Full Moon
182+
value.AURORA_CONDITION.2=Snowy Biome
183+
value.AURORA_CONDITION.3=Full Moon in Snowy Biome
198184

199185
option.PIXEL_SHADOW=Pixelated Shadows
200186
option.PIXEL_SHADOW.comment=Modifies the world coordinates on a grid to make shadows pixelated. §e[*]§r This does not affect performance.
201-
value.PIXEL_SHADOW.0=§aOFF
202-
value.PIXEL_SHADOW.8=§a8x8
203-
value.PIXEL_SHADOW.16=§a16x16
204-
value.PIXEL_SHADOW.32=§a32x32
205-
value.PIXEL_SHADOW.64=§a64x64
206-
value.PIXEL_SHADOW.128=§a128x128
187+
value.PIXEL_SHADOW.0=OFF
188+
value.PIXEL_SHADOW.8=8x8
189+
value.PIXEL_SHADOW.16=16x16
190+
value.PIXEL_SHADOW.32=32x32
191+
value.PIXEL_SHADOW.64=64x64
192+
value.PIXEL_SHADOW.128=128x128
207193

208194
option.BLOOM_STRENGTH=Bloom Strength
209195
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity.
@@ -220,119 +206,108 @@ value.BLOOM_STRENGTH.0.11=60%
220206
value.BLOOM_STRENGTH.0.12=65%
221207
value.BLOOM_STRENGTH.0.13=70%
222208
value.BLOOM_STRENGTH.0.14=75%
209+
value.BLOOM_STRENGTH.0.15=80%
210+
value.BLOOM_STRENGTH.0.16=85%
211+
value.BLOOM_STRENGTH.0.17=90%
212+
value.BLOOM_STRENGTH.0.18=95%
213+
value.BLOOM_STRENGTH.0.19=100%
223214

224215
option.FXAA=Anti-Aliasing
225-
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image. §e[*]§r Disabling this option won't disable lite Temporal Anti Aliasing (TAA), because lite TAA is required for a lot of effects to perform good.
226-
value.FXAA.true=§aON
227-
value.FXAA.false=§aOFF
216+
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image. §e[*]§r Disabling this option won't disable lite Temporal Anti Aliasing (TAA), because lite TAA is required for a lot of effects to perform well.
228217

229218
option.MOTION_BLURRING=Motion Blur
230219
option.MOTION_BLURRING.comment=Applies blur to the image when moving the camera.
231-
value.MOTION_BLURRING.true=§bON
232-
value.MOTION_BLURRING.false=§aOFF
233220

234221
option.MOTION_BLURRING_STRENGTH=Motion Blur Strength
235222
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.
236223

237224
option.FANCY_GLASS=Improved Glass
238-
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Currently causes blending problems on Iris because of a Sodium bug. §e[*]§r RP Support option must be set to Integrated PBR+.
239-
value.FANCY_GLASS.true=§aON
240-
value.FANCY_GLASS.false=§aOFF
225+
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r May cause problems on Iris because of a Sodium bug. §e[*]§r RP Support option must be set to Integrated PBR+.
241226

242227
option.HAND_SWAYING=Hand Sway
243228
option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation.
244-
value.HAND_SWAYING.0=§aOFF
245-
value.HAND_SWAYING.1=§aSubtle
246-
value.HAND_SWAYING.2=§aNormal
247-
value.HAND_SWAYING.3=§aIntense
229+
value.HAND_SWAYING.0=OFF
230+
value.HAND_SWAYING.1=Subtle
231+
value.HAND_SWAYING.2=Normal
232+
value.HAND_SWAYING.3=Intense
248233

249234
option.LESS_LAVA_FOG=Better Visibility Inside Lava
250235
option.LESS_LAVA_FOG.comment=Reduces the lava fog to improve visibility inside lava.
251-
value.LESS_LAVA_FOG.true=§aON
252-
value.LESS_LAVA_FOG.false=§aOFF
236+
237+
option.SNOWY_WORLD=Snowy World
238+
option.SNOWY_WORLD.comment=Makes the entire world covered with snow.
253239

254240
option.SHOW_LIGHT_LEVEL=Show Light Levels
255241
option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In The Nether and The End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results.
256-
value.SHOW_LIGHT_LEVEL.0=§aOFF
257-
value.SHOW_LIGHT_LEVEL.1=§aHold Spider Eye
258-
value.SHOW_LIGHT_LEVEL.2=§aHold Light Source
259-
value.SHOW_LIGHT_LEVEL.3=§aAlways ON
242+
value.SHOW_LIGHT_LEVEL.0=OFF
243+
value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye
244+
value.SHOW_LIGHT_LEVEL.2=Hold Light Source
245+
value.SHOW_LIGHT_LEVEL.3=Always ON
260246

261247
option.MINIMUM_LIGHT_MODE=Cave Lighting
262248
option.MINIMUM_LIGHT_MODE.comment=Improves visibility in closed areas by adding some lighting. §e[*]§r "Vanilla Brightness" option mean the cave lighting will be determined by the "Brightness" slider in Video Settings. §e[*]§r Also affects most places that don't have skylight.
263-
value.MINIMUM_LIGHT_MODE.0=§aVery Dark
264-
value.MINIMUM_LIGHT_MODE.1=§aDark
265-
value.MINIMUM_LIGHT_MODE.2=§aVanilla Brightness
266-
value.MINIMUM_LIGHT_MODE.3=§aBright
267-
value.MINIMUM_LIGHT_MODE.4=§aVery Bright
249+
value.MINIMUM_LIGHT_MODE.0=Very Dark
250+
value.MINIMUM_LIGHT_MODE.1=Dark
251+
value.MINIMUM_LIGHT_MODE.2=Vanilla Brightness
252+
value.MINIMUM_LIGHT_MODE.3=Bright
253+
value.MINIMUM_LIGHT_MODE.4=Very Bright
268254

269255
option.GLOWING_ORES=Glowing Ores
270256
option.GLOWING_ORES.comment=Adds emission to ores. §e[*]§r RP Support option must be set to Integrated PBR+.
271-
value.GLOWING_ORES.0=§aOFF
272-
value.GLOWING_ORES.1=§aOverworld
273-
value.GLOWING_ORES.2=§aOverworld + Nether
257+
value.GLOWING_ORES.0=OFF
258+
value.GLOWING_ORES.1=Overworld
259+
value.GLOWING_ORES.2=Overworld + Nether
274260

275261
option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block
276262
option.EMISSIVE_REDSTONE_BLOCK.comment=Adds emission to the Redstone Block. §e[*]§r RP Support option must be set to Integrated PBR+.
277-
value.EMISSIVE_REDSTONE_BLOCK.true=§aON
278-
value.EMISSIVE_REDSTONE_BLOCK.false=§aOFF
279263

280264
option.GENERATED_WATER_NORMALS=Generated Normals on Water
281265
option.GENERATED_WATER_NORMALS.comment=Allows Generated Normals to appear on water. §e[*]§r RP Support option must be set to Integrated PBR+. §e[*]§r Generated Normals option must be enabled.
282-
value.GENERATED_WATER_NORMALS.true=§aON
283-
value.GENERATED_WATER_NORMALS.false=§aOFF
284266

285267
option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting
286268
option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene.
287-
value.HELD_LIGHTING_MODE.0=§aOFF
288-
value.HELD_LIGHTING_MODE.1=§aSubtle
289-
value.HELD_LIGHTING_MODE.2=§aNormal
269+
value.HELD_LIGHTING_MODE.0=OFF
270+
value.HELD_LIGHTING_MODE.1=Subtle
271+
value.HELD_LIGHTING_MODE.2=Normal
290272

291273
option.BLOCKLIGHT_COLOR_MODE=Blocklight Color
292274
option.BLOCKLIGHT_COLOR_MODE.comment=Determines the color of the light cast from light sources.
293-
value.BLOCKLIGHT_COLOR_MODE.9=§aCold
294-
value.BLOCKLIGHT_COLOR_MODE.10=§aNatural
295-
value.BLOCKLIGHT_COLOR_MODE.11=§aWarm
275+
value.BLOCKLIGHT_COLOR_MODE.9=Cold
276+
value.BLOCKLIGHT_COLOR_MODE.10=Natural
277+
value.BLOCKLIGHT_COLOR_MODE.11=Warm
296278

297279
option.NO_WAVING_INDOORS=No Waving in Closed Areas
298280
option.NO_WAVING_INDOORS.comment=Prevents blocks from waving in closed areas using skylight. §c[-]§r Can cause slight problems with some resource pack models.
299-
value.NO_WAVING_INDOORS.true=§aON
300-
value.NO_WAVING_INDOORS.false=§aOFF
301281

302282
option.WAVING_FOLIAGE=Waving Foliage
303283
option.WAVING_FOLIAGE.comment=Adds movement to foliage to simulate wind.
304-
value.WAVING_FOLIAGE.true=§aON
305-
value.WAVING_FOLIAGE.false=§aOFF
306284

307285
option.WAVING_LEAVES=Waving Leaves
308286
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.
309-
value.WAVING_LEAVES.true=§aON
310-
value.WAVING_LEAVES.false=§aOFF
287+
288+
option.WAVING_WATER_VERTEX=Waving Water Boundaries
289+
option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind.
311290

312291
option.WORLD_OUTLINE=Outlined World
313292
option.WORLD_OUTLINE.comment=Adds outlines around blocks.
314-
value.WORLD_OUTLINE.true=§bON
315-
value.WORLD_OUTLINE.false=§aOFF
316293

317294
option.RAIN_PUDDLES=Rain Puddles
318-
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §e[*]§r RP Support option must be set to anything but Basic.
319-
value.RAIN_PUDDLES.0=§aOFF
320-
value.RAIN_PUDDLES.1=§bON - Puddles
321-
value.RAIN_PUDDLES.2=§bON - Full Coverage
295+
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §e[*]§r RP Support option must be set to anything but Basic. §c[-]§r Rain puddles can severely impact performance.
296+
value.RAIN_PUDDLES.0=OFF
297+
value.RAIN_PUDDLES.1=ON - Puddles
298+
value.RAIN_PUDDLES.2=ON - Full Coverage
322299

323300
option.UNDERWATER_DISTORTION=Underwater Distortion
324301
option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water.
325-
value.UNDERWATER_DISTORTION.true=§aON
326-
value.UNDERWATER_DISTORTION.false=§aOFF
327302

328303
option.SELECTION_OUTLINE=Selection Outline
329304
option.SELECTION_OUTLINE.comment=Changes the color of the block selection outline.
330-
value.SELECTION_OUTLINE.0=§aDefault
331-
value.SELECTION_OUTLINE.1=§aRainbow
332-
value.SELECTION_OUTLINE.2=§aWhite
333-
value.SELECTION_OUTLINE.3=§aRed
334-
value.SELECTION_OUTLINE.4=§aGreen
335-
value.SELECTION_OUTLINE.5=§aBlue
336-
value.SELECTION_OUTLINE.6=§aYellow
337-
value.SELECTION_OUTLINE.7=§aCyan
338-
value.SELECTION_OUTLINE.8=§aMagenta
305+
value.SELECTION_OUTLINE.0=Default
306+
value.SELECTION_OUTLINE.1=Rainbow
307+
value.SELECTION_OUTLINE.2=White
308+
value.SELECTION_OUTLINE.3=Red
309+
value.SELECTION_OUTLINE.4=Green
310+
value.SELECTION_OUTLINE.5=Blue
311+
value.SELECTION_OUTLINE.6=Yellow
312+
value.SELECTION_OUTLINE.7=Cyan
313+
value.SELECTION_OUTLINE.8=Magenta

shaders/lib/antialiasing/taa.glsl

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -16,7 +16,7 @@ void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float depth, inout
1616

1717
for (int i = 0; i < 8; i++) {
1818
float depthCheck = texelFetch(depthtex1, texelCoord + neighbourhoodOffsets[i], 0).r;
19-
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 0.25;
19+
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 10.0;
2020
vec3 clr = texelFetch(colortex3, texelCoord + neighbourhoodOffsets[i], 0).rgb;
2121
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
2222
}
@@ -31,7 +31,8 @@ void DoTAA(inout vec3 color, inout vec3 temp) {
3131

3232
float depth = texelFetch(depthtex1, texelCoord, 0).r;
3333
vec3 coord = vec3(texCoord, depth);
34-
vec2 prvCoord = Reprojection(coord);
34+
vec3 cameraOffset = cameraPosition - previousCameraPosition;
35+
vec2 prvCoord = Reprojection(coord, cameraOffset);
3536

3637
vec2 view = vec2(viewWidth, viewHeight);
3738
vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
@@ -54,7 +55,7 @@ void DoTAA(inout vec3 color, inout vec3 temp) {
5455
float blendVariable = 0.25;
5556
float blendConstant = 0.65;
5657
float lengthVelocity = length(velocity) * 100.0;
57-
blendFactor *= max(exp(-lengthVelocity) * blendVariable + blendConstant - lengthVelocity * edge, blendMinimum);
58+
blendFactor *= max(exp(-lengthVelocity) * blendVariable + blendConstant - length(cameraOffset) * edge, blendMinimum);
5859

5960
color = mix(color, tempColor, blendFactor);
6061
temp = color;

shaders/lib/atmospherics/auroraBorealis.glsl

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,8 @@ vec3 GetAuroraBorealis(vec3 viewPos, float VdotU, float dither) {
1010
#endif
1111

1212
if (visibility > 0.0) {
13+
if (max(blindness, darknessFactor) > 0.1) return vec3(0.0);
14+
1315
vec3 aurora = vec3(0.0);
1416

1517
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;

shaders/lib/atmospherics/enderBeams.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -44,7 +44,7 @@ vec3 DrawEnderBeams(float VdotU, vec3 playerPos) {
4444
gradientMix += 1.0;
4545
}
4646

47-
beams.rgb *= beams.a * beams.a * beams.a * 3.0;
47+
beams.rgb *= beams.a * beams.a * beams.a * 3.5;
4848
beams.rgb = sqrt(beams.rgb);
4949

5050
return beams.rgb;

shaders/lib/atmospherics/fog/bloomFog.glsl

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2,15 +2,14 @@
22
#include "/lib/atmospherics/fog/caveFactor.glsl"
33
#endif
44

5-
const float rainBloomAdd = 10.0;
5+
const float rainBloomAdd = 8.0;
66
const float nightBloomAdd = 3.0;
77
const float caveBloomAdd = 10.0;
88
const float waterBloomAdd = 14.0;
99
const float netherBloomAdd = 3.0;
1010
//const float endBloomAdd = 0.0;
1111

1212
float GetBloomFog(float lViewPos) {
13-
//float bloomFog = pow2(1.0 - exp(- lViewPos * 0.015));
1413
float bloomFog = pow2(pow2(1.0 - exp(- lViewPos * (0.02 + 0.04 * float(isEyeInWater == 1)))));
1514

1615
#ifdef OVERWORLD

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