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Reimagined r1.2
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License.txt

Lines changed: 8 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
Complementary Agreement 1.0
1+
Complementary Agreement 1.2
22
===========================
33

44
0. Terminology
@@ -42,17 +42,19 @@ Complementary Agreement 1.0
4242
the Modified Pack.
4343
b. This agreement file must still be left inside the Modified Pack
4444
without any changes being made to it.
45-
c. The Modified Pack must not share the same name as This Pack, and
46-
there must be at least 5 character difference between the name of
47-
the Modified Pack and This Pack.
45+
c. The Modified Pack must not have the word "Complementary" in it's
46+
name, and there should be at least 3 character difference between
47+
the name of the Modified Pack and This Pack. Adding or removing
48+
invisible characters or the removal of "Complementary" does not
49+
count as a character difference.
4850
This section (1.3) covers any forks of The Pack as long as the intent
4951
is modification.
5052

5153
2. Denied Cases
5254
---------------
53-
1.1. The Pack is NOT allowed to be redistributed unless the case falls under
55+
2.1. The Pack is NOT allowed to be redistributed unless the case falls under
5456
the sections 1.2 or 1.3 in this agreement.
5557

56-
1.2. This agreement only applies to the version of This Pack that this exact
58+
2.2. This agreement only applies to the version of This Pack that this exact
5759
file can be found in. This agreement is not valid for future or past
5860
versions of The Pack unless they contain the exact same agreement.

shaders/block.properties

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -221,7 +221,7 @@ block.60000=end_portal end_gateway
221221
block.60004=oak_sign spruce_sign birch_sign jungle_sign acacia_sign dark_oak_sign oak_wall_sign spruce_wall_sign birch_wall_sign jungle_wall_sign acacia_wall_sign dark_oak_wall_sign crimson_sign crimson_wall_sign warped_sign warped_wall_sign
222222
block.60008=chest trapped_chest
223223
block.60012=ender_chest
224-
block.60016=shulker_box white_shulker_box orange_shulker_box magenta_shulker_box light_blue_shulker_box yellow_shulker_box lime_shulker_box pink_shulker_box gray_shulker_box light_gray_shulker_box cyan_shulker_box purple_shulker_box blue_shulker_box brown_shulker_box green_shulker_box red_shulker_box black_shulker_box skeleton_skull wither_skeleton_skull player_head zombie_head creeper_head dragon_head white_banner orange_banner magenta_banner light_blue_banner yellow_banner lime_banner pink_banner gray_banner light_gray_banner cyan_banner purple_banner blue_banner brown_banner green_banner red_banner black_banner white_bed orange_bed magenta_bed light_blue_bed yellow_bed lime_bed pink_bed gray_bed light_gray_bed cyan_bed purple_bed blue_bed brown_bed green_bed red_bed black_bed
224+
block.60016=shulker_box white_shulker_box orange_shulker_box magenta_shulker_box light_blue_shulker_box yellow_shulker_box lime_shulker_box pink_shulker_box gray_shulker_box light_gray_shulker_box cyan_shulker_box purple_shulker_box blue_shulker_box brown_shulker_box green_shulker_box red_shulker_box black_shulker_box skeleton_skull wither_skeleton_skull player_head zombie_head creeper_head dragon_head white_banner orange_banner magenta_banner light_blue_banner yellow_banner lime_banner pink_banner gray_banner light_gray_banner cyan_banner purple_banner blue_banner brown_banner green_banner red_banner black_banner white_wall_banner orange_wall_banner magenta_wall_banner light_blue_wall_banner yellow_wall_banner lime_wall_banner pink_wall_banner gray_wall_banner light_gray_wall_banner cyan_wall_banner purple_wall_banner blue_wall_banner brown_wall_banner green_wall_banner red_wall_banner black_wall_banner white_bed orange_bed magenta_bed light_blue_bed yellow_bed lime_bed pink_bed gray_bed light_gray_bed cyan_bed purple_bed blue_bed brown_bed green_bed red_bed black_bed
225225
block.60020=conduit
226226
block.60024=
227227

shaders/entity.properties

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -26,6 +26,7 @@ entity.50068=wither wither_skull
2626
entity.50072=experience_orb
2727
entity.50076=boat chest_boat
2828
entity.50080=allay
29+
entity.50084=slime
2930

3031
#else
3132
#1.12 And Below Mapping:

shaders/lang/en_US.lang

Lines changed: 35 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -24,8 +24,10 @@ screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the perform
2424

2525
screen.PREFERENCE_SETTINGS=Preference Settings
2626
screen.PREFERENCE_SETTINGS.comment=Settings that are optional, and not changed by the different shader profiles.
27-
screen.CLOUD_SETTINGS=Clouds
28-
screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.
27+
screen.SKY_SETTINGS=Sky
28+
screen.SKY_SETTINGS.comment=Settings that relate to the sky.
29+
screen.CLOUD_SETTINGS=Clouds
30+
screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.
2931
screen.CAMERA_SETTINGS=Camera
3032
screen.CAMERA_SETTINGS.comment=Settings that determine how the final image is tweaked.
3133
screen.IPBR_SETTINGS=IntegratedPBR
@@ -163,6 +165,18 @@ option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky
163165
value.NIGHT_STAR_AMOUNT.2=§aMedium
164166
value.NIGHT_STAR_AMOUNT.3=§aHigh
165167

168+
option.AURORA_BOREALIS=Aurora Borealis
169+
option.AURORA_BOREALIS.comment=Enables northern lights to appear in the night sky.
170+
value.AURORA_BOREALIS.true=§dON
171+
value.AURORA_BOREALIS.false=§aOFF
172+
173+
option.AURORA_CONDITION=Aurora
174+
option.AURORA_CONDITION.comment=Determines the condition(s) for the Aurora Borealis to appear.
175+
value.AURORA_CONDITION.0=§aNo Condition
176+
value.AURORA_CONDITION.1=§aFull Moon
177+
value.AURORA_CONDITION.2=§aSnowy Biome
178+
value.AURORA_CONDITION.3=§aFull Moon in Snowy Biome
179+
166180
option.PIXEL_SHADOW=Pixelated Shadows
167181
option.PIXEL_SHADOW.comment=Modifies the world coordinates on a grid to make shadows pixelated. §e[*]§r This does not affect performance.
168182
value.PIXEL_SHADOW.0=§aOFF
@@ -174,19 +188,19 @@ value.PIXEL_SHADOW.128=§a128x128
174188

175189
option.BLOOM_STRENGTH=Bloom Strength
176190
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity.
177-
value.BLOOM_STRENGTH.0.027=§a15%
178-
value.BLOOM_STRENGTH.0.036=§a20%
179-
value.BLOOM_STRENGTH.0.045=§a25%
180-
value.BLOOM_STRENGTH.0.054=§a30%
181-
value.BLOOM_STRENGTH.0.063=§a35%
182-
value.BLOOM_STRENGTH.0.072=§a40%
183-
value.BLOOM_STRENGTH.0.081=§a45%
184-
value.BLOOM_STRENGTH.0.09=§a50%
185-
value.BLOOM_STRENGTH.0.10=§a55%
186-
value.BLOOM_STRENGTH.0.11=§a60%
187-
value.BLOOM_STRENGTH.0.12=§a65%
188-
value.BLOOM_STRENGTH.0.13=§a70%
189-
value.BLOOM_STRENGTH.0.14=§a75%
191+
value.BLOOM_STRENGTH.0.027=15%
192+
value.BLOOM_STRENGTH.0.036=20%
193+
value.BLOOM_STRENGTH.0.045=25%
194+
value.BLOOM_STRENGTH.0.054=30%
195+
value.BLOOM_STRENGTH.0.063=35%
196+
value.BLOOM_STRENGTH.0.072=40%
197+
value.BLOOM_STRENGTH.0.081=45%
198+
value.BLOOM_STRENGTH.0.09=50%
199+
value.BLOOM_STRENGTH.0.10=55%
200+
value.BLOOM_STRENGTH.0.11=60%
201+
value.BLOOM_STRENGTH.0.12=65%
202+
value.BLOOM_STRENGTH.0.13=70%
203+
value.BLOOM_STRENGTH.0.14=75%
190204

191205
option.FXAA=FXAA
192206
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing, which is basically an effect that produces smoother image.
@@ -245,4 +259,9 @@ option.WAVING_BLOCKS=Waving Blocks
245259
option.WAVING_BLOCKS.comment=Adds movement to some blocks to simulate wind.
246260
value.WAVING_BLOCKS.0=§aOFF
247261
value.WAVING_BLOCKS.1=§aFoliage
248-
value.WAVING_BLOCKS.2=§bFoliage + Leaves
262+
value.WAVING_BLOCKS.2=§bFoliage + Leaves
263+
264+
option.WORLD_OUTLINE=Outlined World
265+
option.WORLD_OUTLINE.comment=Adds outlines around blocks.
266+
value.WORLD_OUTLINE.true=§bON
267+
value.WORLD_OUTLINE.false=§aOFF

shaders/lib/antialiasing/taa.glsl

Lines changed: 10 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -1,21 +1,22 @@
11
#include "/lib/util/reprojection.glsl"
22

33
ivec2 neighbourhoodOffsets[8] = ivec2[8](
4-
ivec2(-1, -1),
5-
ivec2( 0, -1),
6-
ivec2( 1, -1),
7-
ivec2(-1, 0),
8-
ivec2( 1, 0),
9-
ivec2(-1, 1),
10-
ivec2( 0, 1),
11-
ivec2( 1, 1));
4+
ivec2(-1, -1),
5+
ivec2( 0, -1),
6+
ivec2( 1, -1),
7+
ivec2(-1, 0),
8+
ivec2( 1, 0),
9+
ivec2(-1, 1),
10+
ivec2( 0, 1),
11+
ivec2( 1, 1)
12+
);
1213

1314
void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float depth, inout float edge) {
1415
vec3 minclr = color, maxclr = color;
1516

1617
for (int i = 0; i < 8; i++) {
1718
float depthCheck = texelFetch(depthtex1, texelCoord + neighbourhoodOffsets[i], 0).r;
18-
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 20.0;
19+
if (abs(GetLinearDepth(depthCheck) - GetLinearDepth(depth)) > 0.09) edge = 0.25;
1920
vec3 clr = texelFetch(colortex3, texelCoord + neighbourhoodOffsets[i], 0).rgb;
2021
minclr = min(minclr, clr); maxclr = max(maxclr, clr);
2122
}
Lines changed: 42 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,42 @@
1+
vec3 GetAuroraBorealis(vec3 viewPos, float VdotU, float dither) {
2+
float visibility = sqrt1(clamp01(VdotU * 1.5 - 0.225)) - sunVisibility - rainFactor;
3+
visibility *= 1.0 - VdotU * 0.75;
4+
5+
#if AURORA_CONDITION == 1 || AURORA_CONDITION == 3
6+
visibility -= moonPhase;
7+
#endif
8+
#if AURORA_CONDITION == 2 || AURORA_CONDITION == 3
9+
visibility *= isSnowy;
10+
#endif
11+
12+
if (visibility > 0.0) {
13+
vec3 aurora = vec3(0.0);
14+
15+
vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz;
16+
wpos.xz /= wpos.y;
17+
vec2 cameraPositionM = cameraPosition.xz * 0.0075;
18+
cameraPositionM.x += syncedTime * 0.04;
19+
20+
int sampleCount = 25;
21+
int sampleCountP = sampleCount + 5;
22+
float ditherM = dither + 5.0;
23+
float auroraAnimate = frameTimeCounter * 0.0015;
24+
for (int i = 0; i < sampleCount; i++) {
25+
float current = pow2((i + ditherM) / sampleCountP);
26+
27+
vec2 planePos = wpos.xz * (0.8 + current);
28+
planePos = floor(planePos * 11.0 + cameraPositionM) * 0.0007;
29+
30+
float noise = texture2D(noisetex, planePos).b;
31+
noise = pow2(pow2(pow2(pow2(1.0 - 2.0 * abs(noise - 0.5)))));
32+
noise *= pow1_5(texture2D(noisetex, planePos * 100.0 + auroraAnimate).b);
33+
34+
float currentM = 1.0 - current;
35+
aurora += noise * currentM * mix(vec3(7.0, 2.2, 12.0), vec3(6.0, 16.0, 12.0), pow2(pow2(currentM)));
36+
}
37+
38+
return aurora * 1.3 * visibility / sampleCount;
39+
}
40+
41+
return vec3(0.0);
42+
}

shaders/lib/atmospherics/volumetricClouds.glsl

Lines changed: 13 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -25,23 +25,22 @@ vec3 cloudLightColor = mix(lightColor * 0.9, cloudRainColor, rainFactor);
2525
#endif
2626

2727
#if CLOUD_QUALITY >= 2
28-
vec3 GetCloudShadowPosition(vec3 tracePos) {
28+
vec3 GetShadowOnCloudPosition(vec3 tracePos) {
2929
vec3 wpos = PlayerToShadow(tracePos - cameraPosition);
3030
float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
3131
float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
3232
vec3 shadowPosition = vec3(vec2(wpos.xy / distortFactor), wpos.z * 0.2);
3333
return shadowPosition * 0.5 + 0.5;
3434
}
3535

36-
bool GetCloudShadow(vec3 tracePos, float cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
36+
bool GetShadowOnCloud(vec3 tracePos, float cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
3737
const float cloudShadowOffset = 0.5;
3838

39-
vec3 shadowPosition0 = GetCloudShadowPosition(tracePos);
39+
vec3 shadowPosition0 = GetShadowOnCloudPosition(tracePos);
4040
if (length(shadowPosition0.xy * 2.0 - 1.0) < 1.0) {
4141
float shadowsample0 = shadow2D(shadowtex0, shadowPosition0).z;
42-
float sampleR = texelFetch(shadowcolor0, ivec2(shadowPosition0.xy * shadowMapResolution), 0).r;
4342

44-
if (shadowsample0 == 0.0 && sampleR > 0.0) return true;
43+
if (shadowsample0 == 0.0) return true;
4544
}
4645

4746
return false;
@@ -95,22 +94,28 @@ vec4 GetVolumetricClouds(float cloudAltitude, float distanceThreshold, inout flo
9594
if (lTracePos > lViewPos - 1.0) continue;
9695

9796
if (GetCloudNoise(tracePos.xyz, cloudAltitude)) {
97+
float lightMult = 1.0;
9898
#if CLOUD_QUALITY >= 2
99-
if (GetCloudShadow(tracePos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) continue;
99+
if (GetShadowOnCloud(tracePos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
100+
if (eyeBrightness.y != 240) continue;
101+
else {
102+
lightMult = 0.25;
103+
}
104+
}
100105
#endif
101106

102107
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudHeight;
103108

104109
#if CLOUD_QUALITY >= 3
105110
float cloudShadingM = 1.0 - pow2(cloudShading);
106111

107-
float light = 2.0;
108112
float gradientNoise = InterleavedGradientNoise();
109113

110114
vec3 cLightPos = ModifyTracePos(tracePos.xyz, cloudAltitude);
111115
vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
112116
cLightPosAdd *= shadowTime;
113117

118+
float light = 2.0;
114119
cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
115120
light -= texture2D(colortex3, GetRoundedCloudCoord(cLightPos.xz)).r * cloudShadingM;
116121
cLightPos += gradientNoise * cLightPosAdd;
@@ -119,7 +124,7 @@ vec4 GetVolumetricClouds(float cloudAltitude, float distanceThreshold, inout flo
119124
float VdotSM = VdotS;
120125
if (sunVisibility < 0.5) VdotSM = -VdotSM;
121126
VdotSM = max0(VdotSM) * shadowTime * 0.25 + 0.5 * cloudShading + 0.08;
122-
cloudShading = VdotSM * light;
127+
cloudShading = VdotSM * light * lightMult;
123128
#endif
124129

125130
vec3 colorSample = cloudAmbientColor + cloudLightColor * (0.07 + cloudShading);

shaders/lib/atmospherics/volumetricLight.glsl

Lines changed: 15 additions & 19 deletions
Original file line numberDiff line numberDiff line change
@@ -18,7 +18,7 @@ vec4 DistortShadow(vec4 shadowpos, float distortFactor) {
1818
return shadowpos;
1919
}
2020

21-
vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewPos, float VdotL, float VdotU, vec2 texCoord, float z0, float z1, float dither) {
21+
vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewPos, vec3 nViewPos, float VdotL, float VdotU, vec2 texCoord, float z0, float z1, float dither) {
2222
if (max(blindness, darknessFactor) > 0.1) return vec4(0.0);
2323
vec4 volumetricLight = vec4(0.0);
2424

@@ -57,7 +57,7 @@ vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewP
5757
int sampleCount = 16;
5858
#endif
5959
float addition = 1.0;
60-
float maxDist = mix(max(far, 96.0) * 0.6, 80.0, vlSceneIntensity);
60+
float maxDist = mix(max(far, 96.0) * 0.55, 80.0, vlSceneIntensity);
6161
float distMult = maxDist / (sampleCount + addition);
6262
float sampleMultIntense = isEyeInWater != 1 ? 1.0 : 0.85;
6363

@@ -69,33 +69,29 @@ vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewP
6969
#endif
7070

7171
// Fast but inaccurate perspective distortion approximation
72-
float fovFactor = gbufferProjection[1][1] / 1.37;
73-
float x = abs(texCoord.x - 0.5);
74-
x = 1.0 - x*x;
75-
x = pow(x, max(3.0 - fovFactor, 0.0));
76-
maxDist *= x;
77-
distMult *= x;
72+
float viewFactor = 1.0 - 0.7 * pow2(dot(nViewPos.xy, nViewPos.xy));
73+
maxDist *= viewFactor;
74+
distMult *= viewFactor;
75+
76+
#ifdef OVERWORLD
77+
float maxCurrentDist = min(depth1, maxDist);
78+
#else
79+
float maxCurrentDist = min(depth1, far);
80+
#endif
7881

7982
for (int i = 0; i < sampleCount; i++) {
8083
float currentDist = (i + dither) * distMult + addition;
8184

82-
if (currentDist > depth1) break;
83-
#ifdef OVERWORLD
84-
if (currentDist > maxDist) break;
85-
//if (volumetricLight.a >= 1.0) break;
86-
#else
87-
if (currentDist > far) break;
88-
#endif
85+
if (currentDist > maxCurrentDist) break;
86+
//if (volumetricLight.a >= 1.0) break;
8987

9088
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, GetDistX(currentDist), 1.0) * 2.0 - 1.0);
9189
viewPos /= viewPos.w;
9290
vec4 wpos = gbufferModelViewInverse * viewPos;
93-
9491
#ifdef END
9592
vec3 playerPos = wpos.xyz / wpos.w;
9693
vec4 enderBeamSample = vec4(DrawEnderBeams(VdotU, playerPos), 1.0) / sampleCount;
9794
#endif
98-
9995
wpos = shadowModelView * wpos;
10096
wpos = shadowProjection * wpos;
10197
wpos /= wpos.w;
@@ -145,8 +141,8 @@ vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewP
145141
vec4 shadowPosition = DistortShadow(wpos, 1.0 - shadowMapBias);
146142
shadowPosition.z -= 0.0005;
147143
float shadowSample = shadow2D(shadowtex0, shadowPosition.xyz).z;
148-
if (shadowSample > 0.5 || eyeBrightness.y > 180) vlFactor = max(vlFactor - OSIEBB*3, 0.0);
149-
else vlFactor = min(vlFactor + OSIEBB*2, 1.0);
144+
if (shadowSample > 0.5 || eyeBrightness.y > 180) vlFactor = max(vlFactor - OSIEBCA*3, 0.0);
145+
else vlFactor = min(vlFactor + OSIEBCA*2, 1.0);
150146
}
151147
} else vlFactor = 0.0;
152148
#endif

shaders/lib/colors/lightAndAmbientColors.glsl

Lines changed: 10 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -2,7 +2,11 @@
22
#define INCLUDE_LIGHT_AND_AMBIENT_COLORS
33

44
#if defined OVERWORLD
5-
vec3 noonClearLightColor = vec3(0.7, 0.55, 0.5) * 1.5;
5+
#ifndef COMPOSITE
6+
vec3 noonClearLightColor = vec3(0.7, 0.55, 0.5) * 1.5; //ground and cloud color
7+
#else
8+
vec3 noonClearLightColor = vec3(0.5, 0.55, 0.7) * 1.5; //light shaft color
9+
#endif
610
vec3 noonClearAmbientColor = pow(skyColor, vec3(0.6)) * 0.85;
711

812
#ifndef COMPOSITE
@@ -15,17 +19,17 @@
1519
#if !defined COMPOSITE && !defined DEFERRED1
1620
vec3 nightClearLightColor = vec3(0.15, 0.14, 0.20) * (0.4 + vsBrightness * 0.4); //ground color
1721
#elif defined DEFERRED1
18-
vec3 nightClearLightColor = vec3(0.11, 0.14, 0.20) * 1.0; //cloud color
22+
vec3 nightClearLightColor = vec3(0.11, 0.14, 0.20); //cloud color
1923
#else
2024
vec3 nightClearLightColor = vec3(0.07, 0.12, 0.27) * (0.25 + vsBrightness * 0.25); //light shaft color
2125
#endif
2226
vec3 nightClearAmbientColor = vec3(0.09, 0.12, 0.17) * (1.55 + vsBrightness * 0.77);
2327

24-
vec3 dayRainLightColor = vec3(0.11, 0.13, 0.2) * (0.75 + vsBrightness * 0.25);
25-
vec3 dayRainAmbientColor = dayRainLightColor * 3.5;
28+
vec3 dayRainLightColor = vec3(0.1, 0.12, 0.24) * (0.75 + vsBrightness * 0.25);
29+
vec3 dayRainAmbientColor = vec3(0.17, 0.21, 0.3) * (1.5 + vsBrightness);
2630

27-
vec3 nightRainLightColor = vec3(0.005, 0.0055, 0.0095);
28-
vec3 nightRainAmbientColor = vec3(0.1, 0.11, 0.19) * (1.5 + vsBrightness * 0.5);
31+
vec3 nightRainLightColor = vec3(0.008, 0.009, 0.024) * (0.5 + vsBrightness);
32+
vec3 nightRainAmbientColor = vec3(0.16, 0.20, 0.3) * (0.75 + vsBrightness * 0.6);
2933

3034
vec3 dayLightColor = mix(noonClearLightColor, sunsetClearLightColor, invNoonFactor);
3135
vec3 dayAmbientColor = mix(noonClearAmbientColor, sunsetClearAmbientColor, invNoonFactor);

shaders/lib/colors/skyColors.glsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -4,11 +4,11 @@
44
#ifdef OVERWORLD
55
vec3 skyColorSqrt = sqrt(skyColor);
66

7-
vec3 noonUpSkyColor = pow(skyColor, vec3(1.32)) * 0.7;
7+
vec3 noonUpSkyColor = pow(skyColor, vec3(1.32)) * 0.8;
88
vec3 noonMiddleSkyColor = skyColorSqrt * 1.2;
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vec3 noonDownSkyColor = noonUpSkyColor;
1010

11-
vec3 sunsetUpSkyColor = pow(skyColor, vec3(1.12)) * vec3(0.65, 0.45, 0.5);
11+
vec3 sunsetUpSkyColor = pow(skyColor, vec3(1.12)) * vec3(0.78, 0.54, 0.6);
1212
vec3 sunsetMiddleSkyColor = skyColorSqrt * 1.1;
1313
vec3 sunsetDownSkyColor = vec3(0.92, 0.56, 0.44);
1414

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