clouds =off
dynamicHandLight =false
oldHandLight =false
oldLighting =false
underwaterOverlay=false
shadowTranslucent=true
sun =false
moon =true
stars =false
vignette =false
frustum.culling =true
shadow.culling =false
particles.before.deferred=false
version.1.17=Z1
version.1.16.5=G8
version.1.16.4=Z1
version.1.16.3=Z1
version.1.16.2=Z1
version.1.16.1=Z1
version.1.16=Z1
version.1.15.2=Z1
version.1.15.1=Z1
version.1.15=Z1
version.1.14.4=Z1
version.1.14.3=Z1
version.1.14.2=Z1
version.1.14.1=Z1
version.1.14=Z1
version.1.13.2=Z1
version.1.13.1=Z1
version.1.13=Z1
version.1.12.2=Z1
version.1.12.1=Z1
version.1.12=Z1
version.1.11.2=Z1
version.1.11.1=Z1
version.1.11=Z1
#program.composite.enabled=false
#program.composite1.enabled=false
#program.composite2.enabled=false
#program.composite3.enabled=false
#program.composite4.enabled=false
#program.composite5.enabled=false
#program.composite6.enabled=false
program.composite7.enabled=false
#program.composite8.enabled=false
#program.composite9.enabled=false
program.composite12.enabled=BLOOM_EFFECTS
program.world-1/composite12.enabled=BLOOM_EFFECTS
program.world1/composite12.enabled=BLOOM_EFFECTS
program.composite9.enabled=DOF
program.world-1/composite9.enabled=DOF
program.world1/composite9.enabled=DOF
#program.world1/composite6.enabled=false
#program.gbuffers_skytextured=false
flip.composite6.colortex7=true
alphaTest.gbuffers_basic = off
alphaTest.gbuffers_line = off
alphaTest.gbuffers_textured = off
alphaTest.gbuffers_textured_lit = off
alphaTest.gbuffers_skybasic = off
alphaTest.gbuffers_skytextured = off
alphaTest.gbuffers_terrain = off
alphaTest.gbuffers_damagedblock = off
alphaTest.gbuffers_block = off
alphaTest.gbuffers_entities = off
alphaTest.gbuffers_armor_glint = off
alphaTest.gbuffers_spidereyes = off
alphaTest.gbuffers_hand = off
alphaTest.gbuffers_weather = off
alphaTest.gbuffers_water = off
alphaTest.gbuffers_hand_water = off
blend.gbuffers_basic = off
blend.gbuffers_line = off
blend.gbuffers_textured = off
blend.gbuffers_textured_lit = off
blend.gbuffers_skybasic = off
blend.gbuffers_skytextured = off
blend.gbuffers_terrain = off
blend.gbuffers_damagedblock = off
blend.gbuffers_block = off
blend.gbuffers_block.colortex0 = SRC_ALPHA ONE_MINUS_SRC_ALPHA ZERO ONE
blend.gbuffers_entities = off
blend.gbuffers_armor_glint = SRC_COLOR ONE ZERO ONE
blend.gbuffers_spidereyes = off
blend.gbuffers_hand = off
blend.gbuffers_hand.colortex0 = SRC_ALPHA ONE_MINUS_SRC_ALPHA ZERO ONE
blend.gbuffers_weather = ZERO ONE ZERO ONE_MINUS_SRC_ALPHA
blend.gbuffers_water = off
blend.gbuffers_water.colortex5 = ONE ZERO ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_water.colortex0 = SRC_ALPHA ONE_MINUS_SRC_ALPHA ZERO ONE
blend.gbuffers_hand_water = off
blend.gbuffers_hand_water.colortex5 = ONE ZERO ZERO ONE
texture.gbuffers.gaux1=texture/RippleAnimation1.png
texture.gbuffers.gaux2=texture/RippleAnimation2.png
texture.gbuffers.gaux3=texture/RippleAnimation3.png
#texture.gbuffers.gaux4=texture/noiseW.png
texture.noise=texture/noiseC.png
texture.noise=texture/350.png
#texture.composite.colortex8=texture/LUT031421.png
texture.composite.colortex9.0=texture/Cs2_n4.bin TEXTURE_3D RGBA32F 512 128 32 RGBA FLOAT
texture.composite.colortex10=texture/Ir2_n4.bin TEXTURE_2D RGBA32F 64 16 RGBA FLOAT
texture.composite.colortex11=texture/Ts2.bin TEXTURE_2D RGBA32F 256 64 RGBA FLOAT
texture.composite.colortex12=texture/numbers.png
program.gbuffers_spidereyes.enabled=EYES_LIGHTING
program.world-1/gbuffers_spidereyes.enabled=EYES_LIGHTING
program.world1/gbuffers_spidereyes.enabled=EYES_LIGHTING
#program.gbuffers_block.enabled=false
#program.world-1/gbuffers_block.enabled=false
#program.world1/gbuffers_block.enabled=false
#program.composite1.enabled=false
#program.world-1/composite3.enabled=false
#if MC_VERSION >= 11600
uniform.float.BiomeNetherWastesSmooth = smooth(1, if(!in(biome, BIOME_SOUL_SAND_VALLEY, BIOME_CRIMSON_FOREST, BIOME_WARPED_FOREST, BIOME_BASALT_DELTAS), 1, 0), 5, 5)
uniform.float.BiomeSoulSandValleySmooth = smooth(2, if(in(biome, BIOME_SOUL_SAND_VALLEY), 1, 0), 5, 5)
uniform.float.BiomeCrimsonForestSmooth = smooth(3, if(in(biome, BIOME_CRIMSON_FOREST), 1, 0), 5, 5)
uniform.float.BiomeWarpedForestSmooth = smooth(4, if(in(biome, BIOME_WARPED_FOREST), 1, 0), 5, 5)
uniform.float.BiomeBasaltDeltasSmooth = smooth(5, if(in(biome, BIOME_BASALT_DELTAS), 1, 0), 5, 5)
#else
uniform.float.BiomeNetherWastesSmooth = 1.0
#endif
uniform.vec2.screenSize = vec2(viewWidth, viewHeight)
uniform.vec2.pixelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight)
uniform.float.mainOutputFactor = 1000.0
uniform.float.eyeBrightnessSmoothCurved = smooth(6, pow(clamp(eyeBrightness.y * 0.00527, 0.0, 1.0), 6.0), 2, 3)
uniform.float.eyeBrightnessZeroSmooth = smooth(7, if(eyeBrightness.y == 0, 1, 0), 4, 10)
uniform.float.eyeSnowySmooth = smooth(8, if(temperature < 0.15, 1, 0), 5, 2)
variable.float.angleRy = asin(gbufferModelView.0.2 * gbufferPreviousModelView.0.0 - gbufferModelView.0.0 * gbufferPreviousModelView.0.2) * 0.003183099 / frameTime
uniform.float.eyeRySmooth = smooth(9, angleRy, 0.7, 0.7)
variable.int.taaJitterIndex = frameCounter % 16
uniform.vec2.taaJitter = vec2((if( \
taaJitterIndex == 0, -1.00000, \
taaJitterIndex == 1, 0.50976, \
taaJitterIndex == 2, 0.01951, \
taaJitterIndex == 3, -0.47073, \
taaJitterIndex == 4, -0.96098, \
taaJitterIndex == 5, 0.54878, \
taaJitterIndex == 6, 0.05853, \
taaJitterIndex == 7, -0.43171, \
taaJitterIndex == 8, -0.92196, \
taaJitterIndex == 9, 0.58780, \
taaJitterIndex == 10, 0.09755, \
taaJitterIndex == 11, -0.39269, \
taaJitterIndex == 12, -0.88294, \
taaJitterIndex == 13, 0.62682, \
taaJitterIndex == 14, 0.13657, \
taaJitterIndex == 15, -0.35367, \
0.0)) / viewWidth, \
(if( \
taaJitterIndex == 0, -1.00000, \
taaJitterIndex == 1, 0.13968, \
taaJitterIndex == 2, -0.72064, \
taaJitterIndex == 3, 0.41904, \
taaJitterIndex == 4, -0.44128, \
taaJitterIndex == 5, 0.69840, \
taaJitterIndex == 6, -0.16191, \
taaJitterIndex == 7, 0.97776, \
taaJitterIndex == 8, 0.11744, \
taaJitterIndex == 9, -0.74287, \
taaJitterIndex == 10, 0.39680, \
taaJitterIndex == 11, -0.46351, \
taaJitterIndex == 12, 0.67617, \
taaJitterIndex == 13, -0.18415, \
taaJitterIndex == 14, 0.95553, \
taaJitterIndex == 15, 0.09521, \
0.0)) / viewHeight)
profile.Default = SUNLIGHT_INTENSITY=1.0 SURFACE_WETNESS=0.0 \
CLOUD_CLEAR_COVERY=0.0 CLOUD_CLEAR_DENSITY=1.0 \
VFOG_IGNORE_WORLDTIME=false LANDSCATTERING_STRENGTH=1.0 LANDSCATTERING_SHADOW=false \
BLOOM_AMOUNT=1.5
profile.Mist = SUNLIGHT_INTENSITY=1.0 SURFACE_WETNESS=0.0 \
CLOUD_CLEAR_COVERY=0.0 CLOUD_CLEAR_DENSITY=1.0 \
VFOG_IGNORE_WORLDTIME=false LANDSCATTERING_STRENGTH=10.0 LANDSCATTERING_SHADOW=true \
BLOOM_AMOUNT=2.0
profile.AfterRain = SUNLIGHT_INTENSITY=0.6 SURFACE_WETNESS=0.7 \
CLOUD_CLEAR_COVERY=0.3 CLOUD_CLEAR_DENSITY=0.5 \
VFOG_IGNORE_WORLDTIME=true LANDSCATTERING_STRENGTH=1.0 LANDSCATTERING_SHADOW=false \
BLOOM_AMOUNT=3.0
screen.columns=2
screen.LIGHTING.columns=1
screen.LIGHT_SOURCE.columns=2
screen.HELDLIGHT.columns=1
screen.SHADOW.columns=2
screen.GI_OPTION.columns=1
screen.SURFACE.columns=1
screen.POM.columns=2
screen.PBR.columns=2
screen.WATER_RAIN.columns=2
screen.SKY_TEXTURE.columns=1
screen.SURFMISC.columns=2
screen.VOL.columns=2
screen.PC.columns=1
screen.VC.columns=2
screen.CLEAR_SETTING.columns=2
screen.RAIN_SETTING.columns=2
screen
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iterationT 3.0.0.zip.zip
共303个文件
vsh:84个
fsh:84个
glsl:67个
需积分: 5 3 下载量 171 浏览量
2023-11-20
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iterationT 3.0.0.zip.zip
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iterationT 3.0.0.zip.zip (303个子文件)
Cs2_n4.bin 32MB
Ts2.bin 256KB
Ir2_n4.bin 16KB
composite12.csh 992B
composite12.csh 992B
composite12.csh 992B
composite12_h.csh 513B
composite12_h.csh 513B
composite12_h.csh 513B
composite12_g.csh 511B
composite12_g.csh 511B
composite12_g.csh 511B
composite12_q.csh 509B
composite12_f.csh 509B
composite12_q.csh 509B
composite12_q.csh 509B
composite12_f.csh 509B
composite12_f.csh 509B
composite12_e.csh 507B
composite12_e.csh 507B
composite12_p.csh 507B
composite12_p.csh 507B
composite12_e.csh 507B
composite12_p.csh 507B
composite12_d.csh 505B
composite12_o.csh 505B
composite12_d.csh 505B
composite12_o.csh 505B
composite12_d.csh 505B
composite12_o.csh 505B
composite12_n.csh 503B
composite12_c.csh 503B
composite12_n.csh 503B
composite12_c.csh 503B
composite12_n.csh 503B
composite12_c.csh 503B
composite12_b.csh 501B
composite12_m.csh 501B
composite12_b.csh 501B
composite12_m.csh 501B
composite12_b.csh 501B
composite12_m.csh 501B
composite12_l.csh 499B
composite12_l.csh 499B
composite12_a.csh 499B
composite12_l.csh 499B
composite12_a.csh 499B
composite12_a.csh 499B
composite12_k.csh 497B
composite12_k.csh 497B
composite12_k.csh 497B
composite6.fsh 17KB
composite2.fsh 13KB
composite1.fsh 10KB
composite6.fsh 10KB
composite6.fsh 9KB
composite3.fsh 8KB
composite2.fsh 8KB
composite3.fsh 5KB
composite2.fsh 4KB
composite3.fsh 4KB
composite.fsh 1KB
composite.fsh 1KB
composite.fsh 772B
shadow.fsh 491B
shadow.fsh 477B
deferred.fsh 465B
deferred.fsh 456B
deferred.fsh 456B
composite5.fsh 156B
composite4.fsh 156B
composite5.fsh 154B
composite4.fsh 154B
composite5.fsh 153B
composite4.fsh 153B
final.fsh 121B
final.fsh 119B
final.fsh 118B
gbuffers_spidereyes.fsh 114B
gbuffers_terrain.fsh 113B
gbuffers_entities.fsh 112B
gbuffers_terrain.fsh 111B
gbuffers_terrain.fsh 110B
gbuffers_block.fsh 109B
gbuffers_water.fsh 109B
gbuffers_hand.fsh 108B
composite11.fsh 102B
composite11.fsh 100B
composite11.fsh 99B
composite12.fsh 97B
composite10.fsh 97B
composite12.fsh 95B
composite9.fsh 95B
composite12.fsh 94B
composite9.fsh 93B
composite9.fsh 92B
gbuffers_damagedblock.fsh 88B
gbuffers_damagedblock.fsh 88B
gbuffers_damagedblock.fsh 88B
composite10.fsh 88B
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