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prefs_02_damajor.config
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[final01]
#define SSAO_ENABLED
#define FPS_GAIN // Slightly lower quality SSAO for, hopefully, better performance
#ifdef SSAO_ENABLED
#ifdef FPS_GAIN // Different values to get a good perf/quality ratio ( also uses another, cheaper function)
const float SSAO_MULT = 0.75;
const float EFFECT_SIZE = 8; //Overall "shadow sheathe" size
const int SAMPLES = 5; //iterations of the ssao computation
const float DISTANCE_DECAY_BEGINS = 10.0; //effect starts to decay
const float DISTANCE_DECAY_ENDS = 50.0; //effect completely decayed
#else
const float SSAO_MULT = 0.75; //ok for clean, non realist TPs
const float EFFECT_SIZE = 10.0; //Overall "shadow sheathe" size
const int SAMPLES = 7; //iterations of the ssao computation
const float DISTANCE_DECAY_BEGINS = 20.0; //effect starts to decay
const float DISTANCE_DECAY_ENDS = 50.0; //effect completely decayed ( can't be greather than 160 for now )
#endif
#endif
[final02]
//#define CEL_SHADING
#ifdef CEL_SHADING
const float CEL_EDGE_THRESHOLD = 0.5;
const float CEL_EDGE_THICKNESS = 1.50;
#endif
[final03]
#define GOD_RAYS
#ifdef GOD_RAYS
const float GR_DECAY = .98; // Master Parameter, should be raised using the second digit
const float GR_DENSITY = .9; // More or less the "length" of the rays. Lessen the Exposure if your eyes hurt.
const float GR_EXPOSURE = 0.65; // "Strength" of the effect.
const int GR_SAMPLES = 32; // "Precision" of the effect. The more the lag-er !
#endif
[final04]
#define BLUR_FP //blur First Pass
[final05]
#define BLUR_SP //blur Second Pass
[final06]
#define NEWBLOOM_ENABLED
#define FPS_GAIN
#ifdef NEWBLOOM_ENABLED
const float BLOOM_STRENGTH = 0.85; //ok for clean, non realist TPs
const float BLOOM_SIZE = 15.0;
const int B_SAMPLES = 15;
#ifdef FPS_GAIN
const int BLUR_CROSS_TYPE = 0; // set this to 1 if you prefer a diagonal cross to a vertical/horizontal one
#endif
#endif
[final07]
#define AMBIENT
[final08]
#define WATER_BOBBLE
#define HEAT_HAZE
#ifdef HEAT_HAZE
const int[] heatHazeBiomes = int[](5, 8, 12); // Look in the uniform documentation for the biome id's.
#endif
[final09]
//#define DOF_ENABLED
#ifdef DOF_ENABLED
const float HYPERFOCAL = 0.05;
#endif
[final10]
#define GAMMA 1.1
//#define THERMAL_VISION
#define NIGHTVISION
//#define BW_DREAMS
//#define LENS
//#define WANT_PIXELS
//#define MOVING_BLACKHOLE
// LENS Params
//#define LENS_INRAD 0.18
//#define LENS_OUTRAD 0.25
// Want Pixels Params
#ifdef WANT_PIXELS
const float wp_pixel_width = 8.0;
const float wp_pixel_height = 4.0;
#endif
// Thermal Vision Params
#ifdef THERMAL_VISION
const int thermal_vision_itemid = 76;
#endif
// Nightvision Params
#ifdef NIGHTVISION
const int nightvision_itemid = 89; // 89 = Glowstone
float noiseamount = 0.7; //Amount of noise
vec2 lensRadius = vec2(0.4, 0.0); //Radius and feathering of vignette
vec3 nvcol = vec3(1.1, 4.0, 1.1); //Change these values for nightvision color
// (red, green, blue)
#endif
[final11]
[final12]
[final13]
[final14]
#define BETA_UI
#ifdef BETA_UI
const vec4 healthColor = vec4(1.0, 0.0, 0.0, 0.7);
const vec4 armorColor = vec4(0.0, 0.0, 1.0, 0.7);
const float mainCellTransp = 0.5; // 0.0 to 1.0
const float emptyHealthCellTransp = 0.35;
const float emptyArmorCellTransp = 0.45;
const float stepSize = 0.04; // size between center of each cells - in percent (0 to 1) of the screen
const float cellSize = 0.0125; // size of the cell - in percent (0 to 1) of the screen
const float cellBorderSize = 0.001;
#endif
[final15]
[final16]
[final17]
[final18]
[final19]
[final20]