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Reimagined r1.3
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License.txt

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
Complementary Agreement 1.2
1+
Complementary Agreement 1.3
22
===========================
33

44
0. Terminology
@@ -47,8 +47,10 @@ Complementary Agreement 1.2
4747
the name of the Modified Pack and This Pack. Adding or removing
4848
invisible characters or the removal of "Complementary" does not
4949
count as a character difference.
50-
This section (1.3) covers any forks of The Pack as long as the intent
51-
is modification.
50+
d. The Modified Pack must look noticeably different from The Pack
51+
in multiple common gameplay scenarios that must include daytime
52+
overworld visuals, regardless of the setting or variable changes
53+
in the Modified Pack and/or The Pack.
5254

5355
2. Denied Cases
5456
---------------

shaders/block.properties

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -72,9 +72,9 @@ block.10196=dark_oak_planks stripped_dark_oak_log stripped_dark_oak_wood dark_oa
7272
block.10200=dark_oak_log dark_oak_wood
7373
block.10204=mangrove_planks stripped_mangrove_log stripped_mangrove_wood mangrove_slab mangrove_fence mangrove_stairs mangrove_button mangrove_pressure_plate mangrove_door mangrove_trapdoor mangrove_fence_gate
7474
block.10208=mangrove_log mangrove_wood
75-
block.10212=crimson_planks stripped_crimson_stem stripped_crimson_hyphae crimson_slab crimson_fence crimson_stairs crimson_button crimson_pressure_plants crimson_doors crimson_trapdoor crimson_fence_gate
75+
block.10212=crimson_planks stripped_crimson_stem stripped_crimson_hyphae crimson_slab crimson_fence crimson_stairs crimson_button crimson_pressure_plate crimson_door crimson_trapdoor crimson_fence_gate
7676
block.10216=crimson_stem crimson_hyphae
77-
block.10220=warped_planks stripped_warped_stem stripped_warped_hyphae warped_slab warped_fence warped_stairs warped_button warped_pressure_plants warped_doors warped_trapdoor warped_fence_gate
77+
block.10220=warped_planks stripped_warped_stem stripped_warped_hyphae warped_slab warped_fence warped_stairs warped_button warped_pressure_plate warped_door warped_trapdoor warped_fence_gate
7878
block.10224=warped_stem warped_hyphae
7979
block.10228=bedrock
8080
block.10232=sand
@@ -137,7 +137,7 @@ block.10456=command_block chain_command_block repeating_command_block
137137
block.10460=white_concrete orange_concrete magenta_concrete light_blue_concrete yellow_concrete lime_concrete pink_concrete gray_concrete light_gray_concrete cyan_concrete purple_concrete blue_concrete brown_concrete green_concrete red_concrete black_concrete
138138
block.10464=white_concrete_powder orange_concrete_powder magenta_concrete_powder light_blue_concrete_powder yellow_concrete_powder lime_concrete_powder pink_concrete_powder gray_concrete_powder light_gray_concrete_powder cyan_concrete_powder purple_concrete_powder blue_concrete_powder brown_concrete_powder green_concrete_powder red_concrete_powder black_concrete_powder
139139
block.10468=tube_coral_block brain_coral_block bubble_coral_block fire_coral_block horn_coral_block dead_tube_coral_block dead_brain_coral_block dead_bubble_coral_block dead_fire_coral_block dead_horn_coral_block
140-
block.10472=tube_coral brain_coral bubble_coral fire_coral horn_coral tube_coral_fan brain_coral_fan bubble_coral_fan fire_coral_fan horn_coral_fan dead_tube_coral dead_brain_coral dead_bubble_coral dead_fire_coral dead_horn_coral dead_tube_coral_fan dead_brain_coral_fan dead_bubble_coral_fan dead_fire_coral_fan dead_horn_coral_fan
140+
block.10472=tube_coral brain_coral bubble_coral fire_coral horn_coral tube_coral_fan brain_coral_fan bubble_coral_fan fire_coral_fan horn_coral_fan dead_tube_coral dead_brain_coral dead_bubble_coral dead_fire_coral dead_horn_coral dead_tube_coral_fan dead_brain_coral_fan dead_bubble_coral_fan dead_fire_coral_fan dead_horn_coral_fan tube_coral_wall_fan brain_coral_wall_fan bubble_coral_wall_fan fire_coral_wall_fan horn_coral_wall_fan dead_tube_coral_wall_fan dead_brain_coral_wall_fan dead_bubble_coral_wall_fan dead_fire_coral_wall_fan dead_horn_coral_wall_fan
141141
block.10476=crying_obsidian
142142
block.10480=blackstone blackstone_slab blackstone_stairs polished_blackstone polished_blackstone_slab polished_blackstone_stairs chiseled_polished_blackstone polished_blackstone_bricks polished_blackstone_brick_slab polished_blackstone_brick_stairs cracked_polished_blackstone_bricks polished_blackstone_pressure_plate polished_blackstone_button polished_blackstone_brick_wall polished_blackstone_wall blackstone_wall
143143
block.10484=gilded_blackstone
@@ -203,6 +203,7 @@ block.10720=ladder
203203
block.10724=gravel
204204
block.10728=flower_pot potted_dandelion potted_poppy potted_blue_orchid potted_allium potted_azure_bluet potted_red_tulip potted_orange_tulip potted_white_tulip potted_pink_tulip potted_oxeye_daisy potted_cornflower potted_lily_of_the_valley potted_wither_rose potted_oak_sapling potted_spruce_sapling potted_birch_sapling potted_jungle_sapling potted_acacia_sapling potted_dark_oak_sapling potted_mangrove_propagule potted_red_mushroom potted_brown_mushroom potted_fern potted_dead_bush potted_cactus potted_bamboo potted_crimson_fungus potted_warped_fungus potted_crimson_roots potted_warped_roots potted_flowering_azalea_bush potted_azalea_bush
205205
block.10732=lever
206+
block.10736=structure_block jigsaw
206207

207208
block.30000=white_stained_glass orange_stained_glass magenta_stained_glass light_blue_stained_glass yellow_stained_glass lime_stained_glass pink_stained_glass gray_stained_glass light_gray_stained_glass cyan_stained_glass purple_stained_glass blue_stained_glass brown_stained_glass green_stained_glass red_stained_glass black_stained_glass
208209
block.30004=white_stained_glass_pane orange_stained_glass_pane magenta_stained_glass_pane light_blue_stained_glass_pane yellow_stained_glass_pane lime_stained_glass_pane pink_stained_glass_pane gray_stained_glass_pane light_gray_stained_glass_pane cyan_stained_glass_pane purple_stained_glass_pane blue_stained_glass_pane brown_stained_glass_pane green_stained_glass_pane red_stained_glass_pane black_stained_glass_pane

shaders/lang/en_US.lang

Lines changed: 97 additions & 26 deletions
Original file line numberDiff line numberDiff line change
@@ -24,14 +24,33 @@ 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.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.
31-
screen.CAMERA_SETTINGS=Camera
32-
screen.CAMERA_SETTINGS.comment=Settings that determine how the final image is tweaked.
33-
screen.IPBR_SETTINGS=IntegratedPBR
34-
screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR.
27+
28+
screen.ATMOSPHERE_SETTINGS=Atmosphere
29+
screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere.
30+
31+
screen.CLOUD_SETTINGS=Clouds
32+
screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.
33+
34+
screen.CAMERA_SETTINGS=Camera
35+
screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera.
36+
37+
screen.TONEMAP_SETTINGS=Color Balance
38+
screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals.
39+
40+
screen.MATERIAL_SETTINGS=Materials
41+
screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft.
42+
43+
screen.IPBR_SETTINGS=IntegratedPBR
44+
screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR.
45+
46+
screen.LIGHTING_SETTINGS=Lighting
47+
screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting.
48+
49+
screen.WAVING_SETTINGS=Waving Blocks
50+
screen.WAVING_SETTINGS.comment=Settings that are about waving blocks.
51+
52+
screen.OTHER_SETTINGS=Other
53+
screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category.
3554

3655
#Settings
3756
option.RP_MODE=RP Support
@@ -48,12 +67,12 @@ value.CLOUD_QUALITY.1=§eLow
4867
value.CLOUD_QUALITY.0=§cOFF
4968

5069
option.WATER_QUALITY=Water Quality
51-
option.WATER_QUALITY.comment=Adjusts the visual quality of water. §aMedium§r: Default. §eLow§r: Disables edge foaming, no fancy alpha and no varying color intensity over Medium.
70+
option.WATER_QUALITY.comment=Adjusts the visual quality of water. §aMedium§r: Default. §eLow§r: No edge foaming, no fancy alpha, no varying color intensity, and no surface shadows over Medium.
5271
value.WATER_QUALITY.2=§aMedium
5372
value.WATER_QUALITY.1=§eLow
5473

5574
option.REFLECTION_QUALITY=Reflection Quality
56-
option.REFLECTION_QUALITY.comment=Adjusts the visual quality of reflections. §bHigh§r: Material-tailored reflections on all blocks (RP Support option must be set to Integrated PBR+). §aMedium§r: Reflections on water and translucents. §cOFF§r: No reflections.
75+
option.REFLECTION_QUALITY.comment=Adjusts the visual quality of reflections. §bHigh§r: Material-based reflections on all blocks (RP Support option must be set to anything but Basic.). §aMedium§r: Reflections on water and translucents. §cOFF§r: No reflections.
5776
value.REFLECTION_QUALITY.3=§bHigh
5877
value.REFLECTION_QUALITY.2=§aMedium
5978
value.REFLECTION_QUALITY.0=§cOFF
@@ -150,9 +169,9 @@ option.T_VIBRANCE=Vibrance
150169
option.T_VIBRANCE.comment=Adjusts the colorfulness of the image, but already colorful pixels are less affected.
151170

152171
option.WATER_STYLE=Water Style
153-
option.WATER_STYLE.comment=Determines the style of water. §c[-]§r Setting this to "Realistic-ish" can severely impact performance.
172+
option.WATER_STYLE.comment=Determines the style of water. §c[-]§r Water waves can severely impact performance.
154173
value.WATER_STYLE.1=§aReimagined
155-
value.WATER_STYLE.2=§aReimagined + Waves
174+
value.WATER_STYLE.2=§dReimagined + Waves
156175
value.WATER_STYLE.3=§dRealistic-ish
157176

158177
option.SUN_MOON_HORIZON=Sun/Moon Horizon
@@ -202,11 +221,19 @@ value.BLOOM_STRENGTH.0.12=65%
202221
value.BLOOM_STRENGTH.0.13=70%
203222
value.BLOOM_STRENGTH.0.14=75%
204223

205-
option.FXAA=FXAA
206-
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing, which is basically an effect that produces smoother image.
224+
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.
207226
value.FXAA.true=§aON
208227
value.FXAA.false=§aOFF
209228

229+
option.MOTION_BLURRING=Motion Blur
230+
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
233+
234+
option.MOTION_BLURRING_STRENGTH=Motion Blur Strength
235+
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.
236+
210237
option.FANCY_GLASS=Improved Glass
211238
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+.
212239
value.FANCY_GLASS.true=§aON
@@ -232,7 +259,7 @@ value.SHOW_LIGHT_LEVEL.2=§aHold Light Source
232259
value.SHOW_LIGHT_LEVEL.3=§aAlways ON
233260

234261
option.MINIMUM_LIGHT_MODE=Cave Lighting
235-
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.
262+
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.
236263
value.MINIMUM_LIGHT_MODE.0=§aVery Dark
237264
value.MINIMUM_LIGHT_MODE.1=§aDark
238265
value.MINIMUM_LIGHT_MODE.2=§aVanilla Brightness
@@ -245,23 +272,67 @@ value.GLOWING_ORES.0=§aOFF
245272
value.GLOWING_ORES.1=§aOverworld
246273
value.GLOWING_ORES.2=§aOverworld + Nether
247274

275+
option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block
276+
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
279+
248280
option.GENERATED_WATER_NORMALS=Generated Normals on Water
249281
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.
250282
value.GENERATED_WATER_NORMALS.true=§aON
251283
value.GENERATED_WATER_NORMALS.false=§aOFF
252284

253-
option.HELD_LIGHTING=Dynamic Handheld Lighting
254-
option.HELD_LIGHTING.comment=Allows handheld light sources to cast light onto the scene.
255-
value.HELD_LIGHTING.true=§aON
256-
value.HELD_LIGHTING.false=§aOFF
257-
258-
option.WAVING_BLOCKS=Waving Blocks
259-
option.WAVING_BLOCKS.comment=Adds movement to some blocks to simulate wind.
260-
value.WAVING_BLOCKS.0=§aOFF
261-
value.WAVING_BLOCKS.1=§aFoliage
262-
value.WAVING_BLOCKS.2=§bFoliage + Leaves
285+
option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting
286+
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
290+
291+
option.BLOCKLIGHT_COLOR_MODE=Blocklight Color
292+
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
296+
297+
option.NO_WAVING_INDOORS=No Waving in Closed Areas
298+
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
301+
302+
option.WAVING_FOLIAGE=Waving Foliage
303+
option.WAVING_FOLIAGE.comment=Adds movement to foliage to simulate wind.
304+
value.WAVING_FOLIAGE.true=§aON
305+
value.WAVING_FOLIAGE.false=§aOFF
306+
307+
option.WAVING_LEAVES=Waving Leaves
308+
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.
309+
value.WAVING_LEAVES.true=§aON
310+
value.WAVING_LEAVES.false=§aOFF
263311

264312
option.WORLD_OUTLINE=Outlined World
265313
option.WORLD_OUTLINE.comment=Adds outlines around blocks.
266314
value.WORLD_OUTLINE.true=§bON
267-
value.WORLD_OUTLINE.false=§aOFF
315+
value.WORLD_OUTLINE.false=§aOFF
316+
317+
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
322+
323+
option.UNDERWATER_DISTORTION=Underwater Distortion
324+
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
327+
328+
option.SELECTION_OUTLINE=Selection Outline
329+
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

shaders/lib/antialiasing/taa.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ void DoTAA(inout vec3 color, inout vec3 temp) {
5353
float blendMinimum = 0.3;
5454
float blendVariable = 0.25;
5555
float blendConstant = 0.65;
56-
float lengthVelocity = length(velocity) * 50;
56+
float lengthVelocity = length(velocity) * 100.0;
5757
blendFactor *= max(exp(-lengthVelocity) * blendVariable + blendConstant - lengthVelocity * edge, blendMinimum);
5858

5959
color = mix(color, tempColor, blendFactor);

shaders/lib/atmospherics/fog/mainFog.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -70,7 +70,7 @@
7070
fog *= altitudeFactor * 0.9 + 0.1;
7171

7272
#ifdef OVERWORLD
73-
fog *= 0.2 + 0.8 * eyeBrightnessM;
73+
fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
7474
#ifdef CAVE_FOG
7575
float caveFactor = GetCaveFactor();
7676
float caveFog = 1.0 - exp(- lViewPos * 0.015);

shaders/lib/atmospherics/volumetricClouds.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -10,7 +10,7 @@ vec3 cloudDayLightColor = mix(vec3(1.0), pow(lightColor, vec3(cloudColorFactor *
1010
vec3 cloudLightColor = mix(lightColor * 0.7, cloudDayLightColor, sunVisibility);
1111
vec3 cloudAmbientColor = mix(nightClearLightColor * 0.3, ambientColor * 0.5, cloudColorFactor);*/
1212
vec3 cloudRainColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor) * 0.6;
13-
vec3 cloudAmbientColor = mix(ambientColor * (sunVisibility2 * 0.65 + 0.35), cloudRainColor * 0.5, rainFactor);
13+
vec3 cloudAmbientColor = mix(ambientColor * (sunVisibility2 * 0.6 + 0.35), cloudRainColor * 0.5, rainFactor);
1414
vec3 cloudLightColor = mix(lightColor * 0.9, cloudRainColor, rainFactor);
1515

1616
#if CLOUD_QUALITY >= 3

shaders/lib/atmospherics/volumetricLight.glsl

Lines changed: 28 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -2,6 +2,13 @@
22

33
#include "/lib/colors/lightAndAmbientColors.glsl"
44

5+
vec2 InterleavedGradientNoise2(int i, int h) {
6+
float n = 52.9829189 * fract(0.06711056 * i + 0.00583715 * i);
7+
float m = 52.9829189 * fract(0.06711056 * h + 0.00583715 * h);
8+
float fracter = 1.61803398875 * mod(float(frameCounter), 3600.0);
9+
return fract(vec2(n, m) + fracter);
10+
}
11+
512
float GetDepth(float depth) {
613
return 2.0 * near * far / (far + near - (2.0 * depth - 1.0) * (far - near));
714
}
@@ -37,7 +44,7 @@ vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewP
3744
VdotUM = pow(VdotUM, min(lViewPos / far, 1.0) * (3.0 - 2.0 * vlSceneIntensity));
3845
float vlMult = mix(VdotUM * VdotLM, 0.5 + 0.5 * VdotLM, rainFactor2) * vlTime;
3946
vlMult *= mix(invNoonFactor * 0.875 + 0.125, 1.0, max(vlSceneIntensity, rainFactor2));
40-
vlMult *= mix(0.4, 1.0, max(sunVisibility, invRainFactor));
47+
vlMult *= mix(0.25, 1.0, max(sunVisibility, invRainFactor));
4148
#endif
4249

4350
#ifdef OVERWORLD
@@ -135,14 +142,26 @@ vec4 GetVolumetricLight(inout float vlFactor, vec3 translucentMult, float lViewP
135142
#if defined OVERWORLD && defined SCENE_AWARE_LIGHT_SHAFTS
136143
if (viewWidth + viewHeight - gl_FragCoord.x - gl_FragCoord.y < 1.5) {
137144
if (frameCounter % int(0.06666 / frameTimeSmooth + 0.5) == 0) { // Change speed is not too different above 10 fps
138-
vec4 wpos = vec4(shadowModelView[3][0], shadowModelView[3][1], shadowModelView[3][2], shadowModelView[3][3]);
139-
wpos = shadowProjection * wpos;
140-
wpos /= wpos.w;
141-
vec4 shadowPosition = DistortShadow(wpos, 1.0 - shadowMapBias);
142-
shadowPosition.z -= 0.0005;
143-
float shadowSample = shadow2D(shadowtex0, shadowPosition.xyz).z;
144-
if (shadowSample > 0.5 || eyeBrightness.y > 180) vlFactor = max(vlFactor - OSIEBCA*3, 0.0);
145-
else vlFactor = min(vlFactor + OSIEBCA*2, 1.0);
145+
if (eyeBrightness.y < 180) {
146+
vec4 wpos = vec4(shadowModelView[3][0], shadowModelView[3][1], shadowModelView[3][2], shadowModelView[3][3]);
147+
wpos = shadowProjection * wpos;
148+
wpos /= wpos.w;
149+
vec4 shadowPosition = DistortShadow(wpos, 1.0 - shadowMapBias);
150+
shadowPosition.z -= 0.0005;
151+
float shadowSample = shadow2D(shadowtex0, shadowPosition.xyz).z;
152+
153+
if (shadowSample < 0.5) {
154+
float skySample = 0.0;
155+
for (int i = 0; i < 7; i++) {
156+
for (int h = 0; h < 4; h++) {
157+
skySample += float(texelFetch(depthtex1, ivec2(view * InterleavedGradientNoise2(i, h)), 0).r == 1.0);
158+
}
159+
}
160+
if (skySample < 1.5) {
161+
vlFactor = min(vlFactor + OSIEBCA*2, 1.0);
162+
} else vlFactor = max(vlFactor - OSIEBCA*3, 0.0);
163+
} else vlFactor = max(vlFactor - OSIEBCA*3, 0.0);
164+
} else vlFactor = max(vlFactor - OSIEBCA*3, 0.0);
146165
}
147166
} else vlFactor = 0.0;
148167
#endif

shaders/lib/colors/lightAndAmbientColors.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,7 @@
1414
#else
1515
vec3 sunsetClearLightColor = pow(vec3(0.6, 0.40, 0.24), vec3(1.5 + invNoonFactor)) * 6.4; //light shaft color
1616
#endif
17-
vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(1.0, 0.8, 0.7);
17+
vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(1.0, 0.85, 0.8);
1818

1919
#if !defined COMPOSITE && !defined DEFERRED1
2020
vec3 nightClearLightColor = vec3(0.15, 0.14, 0.20) * (0.4 + vsBrightness * 0.4); //ground color

shaders/lib/colors/skyColors.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@
88
vec3 noonMiddleSkyColor = skyColorSqrt * 1.2;
99
vec3 noonDownSkyColor = noonUpSkyColor;
1010

11-
vec3 sunsetUpSkyColor = pow(skyColor, vec3(1.12)) * vec3(0.78, 0.54, 0.6);
11+
vec3 sunsetUpSkyColor = pow(skyColor, vec3(1.12)) * vec3(0.75, 0.57, 0.57);
1212
vec3 sunsetMiddleSkyColor = skyColorSqrt * 1.1;
1313
vec3 sunsetDownSkyColor = vec3(0.92, 0.56, 0.44);
1414

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