# Profiles profile.POTATO = SHADOW_QUALITY=-1 shadowDistance=64.0 WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=0 CLOUD_QUALITY=1 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1 RAIN_PUDDLES=0 profile.VERYLOW = SHADOW_QUALITY=0 shadowDistance=64.0 WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=0 CLOUD_QUALITY=1 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1 RAIN_PUDDLES=0 profile.LOW = SHADOW_QUALITY=0 shadowDistance=96.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=1 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1 RAIN_PUDDLES=0 profile.MEDIUM = SHADOW_QUALITY=2 shadowDistance=128.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=1 LIGHTSHAFT_QUALI_DEFINE=1 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1 DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1 RAIN_PUDDLES=0 profile.HIGH = SHADOW_QUALITY=2 shadowDistance=192.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1 DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=1 RAIN_PUDDLES=0 profile.VERYHIGH = SHADOW_QUALITY=2 shadowDistance=192.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1 DETAIL_QUALITY=3 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=192 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=1 RAIN_PUDDLES=2 profile.ULTRA = SHADOW_QUALITY=2 shadowDistance=224.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1 DETAIL_QUALITY=3 CLOUD_QUALITY=3 ANISOTROPIC_FILTER=8 COLORED_LIGHTING=256 WORLD_SPACE_REFLECTIONS=1 ENTITY_SHADOW=1 RAIN_PUDDLES=2 profile.COMPLEMENTARY = SHADOW_QUALITY=3 shadowDistance=256.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=3 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1 DETAIL_QUALITY=3 CLOUD_QUALITY=3 ANISOTROPIC_FILTER=8 COLORED_LIGHTING=512 WORLD_SPACE_REFLECTIONS=1 ENTITY_SHADOW=1 RAIN_PUDDLES=2 # Screen Setup screen= [INFORMATION] SHADER_STYLE RP_MODE [PERFORMANCE_SETTINGS] [CAMERA_SETTINGS] [LIGHTING_SETTINGS] [ATMOSPHERE_SETTINGS] [MATERIAL_SETTINGS] [OTHER_SETTINGS] screen.INFORMATION= info0 info1 info2 info3 info4 info5 info6 info8 info9 info10 screen.PERFORMANCE_SETTINGS= SHADOW_QUALITY shadowDistance LIGHTSHAFT_QUALI_DEFINE DETAIL_QUALITY CLOUD_QUALITY FXAA_DEFINE SSAO_QUALI_DEFINE ANISOTROPIC_FILTER ENTITY_SHADOW RAIN_PUDDLES WATER_REFLECT_QUALITY BLOCK_REFLECT_QUALITY COLORED_LIGHTING WORLD_SPACE_REFLECTIONS screen.MATERIAL_SETTINGS= [IPBR_SETTINGS] [CUSTOM_PBR_SETTINGS] [WATER_SETTINGS] [WAVING_SETTINGS] SPECIAL_PORTAL_EFFECTS REFLECTION_RES SKY_EFFECT_REFLECTION_DEFINE screen.IPBR_SETTINGS= GENERATED_NORMALS COATED_TEXTURES GENERATED_NORMAL_MULT COATED_TEXTURE_MULT GENERATED_NORMAL_RES ENTITY_GN_AND_CT [GLOWING_ORE_SETTINGS] [GLOWING_STUFF_SETTINGS] [OTHER_IPBR_SETTINGS] screen.GLOWING_ORE_SETTINGS= GLOWING_ORE_MASTER GLOWING_ORE_MULT GLOWING_ORE_IRON GLOWING_ORE_GOLD GLOWING_ORE_COPPER GLOWING_ORE_REDSTONE GLOWING_ORE_LAPIS GLOWING_ORE_EMERALD GLOWING_ORE_DIAMOND GLOWING_ORE_NETHERQUARTZ GLOWING_ORE_NETHERGOLD GLOWING_ORE_GILDEDBLACKSTONE GLOWING_ORE_ANCIENTDEBRIS GLOWING_ORE_MODDED screen.GLOWING_STUFF_SETTINGS= GLOWING_AMETHYST GLOWING_LICHEN EMISSIVE_REDSTONE_BLOCK EMISSIVE_LAPIS_BLOCK GLOWING_ARMOR_TRIM screen.OTHER_IPBR_SETTINGS= IPBR_EMISSIVE_MODE IPBR_PARTICLE_FEATURES IPBR_COMPAT_MODE_DEFINE FANCY_GLASS MORE_REFLECTIVE_DISTANT_GLASS MIRROR_TINTED_GLASS GREEN_SCREEN_LIME HIDE_ARMOR screen.CUSTOM_PBR_SETTINGS= NORMAL_MAP_STRENGTH CUSTOM_EMISSION_INTENSITY POM POM_DEPTH POM_QUALITY POM_DISTANCE POM_LIGHTING_MODE POM_ALLOW_CUTOUT DIRECTIONAL_BLOCKLIGHT screen.WATER_SETTINGS= WATER_STYLE_DEFINE WATER_CAUSTIC_STYLE_DEFINE [WATER_COLOR_SETTINGS] [UNDERWATER_COLOR_SETTINGS] WATERCOLOR_MODE BRIGHT_CAVE_WATER WATER_ALPHA_MULT WATER_FOG_MULT WATER_FOAM_I WATER_REFRACTION_INTENSITY WAVING_WATER_VERTEX [WATER_WAVE_SETTINGS] screen.WATER_COLOR_SETTINGS= WATERCOLOR_R WATERCOLOR_G WATERCOLOR_B screen.UNDERWATER_COLOR_SETTINGS= UNDERWATERCOLOR_R UNDERWATERCOLOR_G UNDERWATERCOLOR_B screen.WATER_WAVE_SETTINGS= WATER_BUMPINESS WATER_BUMP_SMALL WATER_BUMP_MED WATER_BUMP_BIG WATER_SPEED_MULT WATER_SIZE_MULT screen.WAVING_SETTINGS= WAVING_FOLIAGE WAVING_LEAVES WAVING_WATER_VERTEX WAVING_LAVA WAVING_LILY_PAD WAVING_RAIN WAVING_SPEED WAVING_I NO_WAVING_INDOORS WAVING_I_RAIN_MULT screen.CAMERA_SETTINGS= [TONEMAP_SETTINGS] [WORLD_BLUR_SETTINGS] BLOOM_ENABLED BLOOM_STRENGTH VIGNETTE_R IMAGE_SHARPENING UNDERWATER_DISTORTION CHROMA_ABERRATION MOTION_BLUR_EFFECT MOTION_BLURRING_STRENGTH LENSFLARE_MODE LENSFLARE_I [TAA_SETTINGS] DISTANT_LIGHT_BOKEH screen.TONEMAP_SETTINGS= TM_EXPOSURE TM_CONTRAST T_SATURATION T_VIBRANCE TM_DARK_DESATURATION TM_WHITE_PATH [COLORGRADING_SETTINGS] screen.COLORGRADING_SETTINGS= COLORGRADING GR_RR GR_GR GR_RG GR_GG GR_RB GR_GB GR_BR GR_RC GR_BG GR_GC GR_BB GR_BC screen.WORLD_BLUR_SETTINGS= WORLD_BLUR WB_FOV_SCALED WB_CHROMATIC WB_ANAMORPHIC WB_DOF_I WB_DOF_FOCUS WB_DB_DAY_I WB_DB_NIGHT_I WB_DB_RAIN_I WB_DB_WATER_I WB_DB_NETHER_I WB_DB_END_I screen.TAA_SETTINGS= TAA_DEFINE TAA_SMOOTHING TAA_JITTER TAA_MOVEMENT_IMPROVEMENT_FILTER FXAA_STRENGTH FXAA_TAA_INTERACTION screen.ATMOSPHERE_SETTINGS= [ATM_COLOR_SETTINGS] [CLOUD_SETTINGS] [FOG_SETTINGS] [SUN_MOON_SETTINGS] [NETHER_SETTINGS] [WEATHER_SETTINGS] [END_SETTINGS] NIGHT_STAR_AMOUNT AURORA_STYLE_DEFINE AURORA_CONDITION NIGHT_NEBULAE NIGHT_NEBULA_I RAINBOWS RAINBOW_STYLE_DEFINE screen.CLOUD_SETTINGS= CLOUD_STYLE_DEFINE CLOUD_ALT1 CLOUD_SPEED_MULT CLOUD_CLOSED_AREA_CHECK CLOUD_SHADOWS [CLOUD_COLOR_SETTINGS] [CLOUD_UNBOUND_SETTINGS] [CLOUD_REIMAGINED_SETTINGS] screen.CLOUD_COLOR_SETTINGS= CLOUD_R CLOUD_G CLOUD_B screen.CLOUD_UNBOUND_SETTINGS= CLOUD_UNBOUND_AMOUNT CLOUD_UNBOUND_SIZE_MULT CLOUD_UNBOUND_RAIN_ADD screen.CLOUD_REIMAGINED_SETTINGS= DOUBLE_REIM_CLOUDS CLOUD_ALT2 screen.FOG_SETTINGS= BORDER_FOG CAVE_FOG ATM_FOG_MULT ATM_FOG_DISTANCE ATM_FOG_ALTITUDE LIGHTSHAFT_BEHAVIOUR SPECIAL_PALE_GARDEN_LIGHTSHAFTS LIGHTSHAFT_SMOKE LIGHTSHAFT_SUNSET_SATURATION LIGHTSHAFT_NOON_I LIGHTSHAFT_SUNSET_I LIGHTSHAFT_NIGHT_I LIGHTSHAFT_RAIN_I screen.SUN_MOON_SETTINGS= SUN_MOON_STYLE_DEFINE SUN_ANGLE SUN_MOON_HORIZON SUN_MOON_DURING_RAIN screen.NETHER_SETTINGS= NETHER_VIEW_LIMIT NETHER_COLOR_MODE NETHER_STORM NETHER_STORM_I NETHER_STORM_LOWER_ALT NETHER_STORM_HEIGHT screen.END_SETTINGS= END_BEAM_INTENSITY END_STAR_INTENSITY END_BEAM_CENTER_ALT END_BEAM_HEIGHT END_FLASHES screen.WEATHER_SETTINGS= RAIN_STYLE SPECIAL_BIOME_WEATHER WEATHER_TEX_OPACITY SUN_MOON_DURING_RAIN IMPROVED_RAIN_DEFINE screen.ATM_COLOR_SETTINGS= ATM_COLOR_MULTS [MORNING_ATM_MULTS] [NOON_ATM_MULTS] [NIGHT_ATM_MULTS] [RAIN_ATM_MULTS] [NETHER_ATM_MULTS] [END_ATM_MULTS] screen.MORNING_ATM_MULTS= ATM_MORNING_R ATM_MORNING_G ATM_MORNING_B ATM_MORNING_I screen.NOON_ATM_MULTS= ATM_NOON_R ATM_NOON_G ATM_NOON_B ATM_NOON_I screen.NIGHT_ATM_MULTS= ATM_NIGHT_R ATM_NIGHT_G ATM_NIGHT_B ATM_NIGHT_I screen.RAIN_ATM_MULTS= ATM_RAIN_R ATM_RAIN_G ATM_RAIN_B ATM_RAIN_I screen.NETHER_ATM_MULTS= ATM_NETHER_R ATM_NETHER_G ATM_NETHER_B ATM_NETHER_I screen.END_ATM_MULTS= ATM_END_R ATM_END_G ATM_END_B ATM_END_I screen.LIGHTING_SETTINGS= [LIGHT_COLOR_SETTINGS] AMBIENT_MULT [BLOCKLIGHT_SETTINGS] SHADOW_SMOOTHING [PIXELATED_LIGHTING_SETTINGS] CAVE_LIGHTING SSAO_I VANILLAAO_I PLAYER_SHADOW LEAF_SHADOW_OPTIMISATION_DEFINE screen.LIGHT_COLOR_SETTINGS= LIGHT_COLOR_MULTS [MORNING_LIGHT_MULTS] [NOON_LIGHT_MULTS] [NIGHT_LIGHT_MULTS] [RAIN_LIGHT_MULTS] [NETHER_LIGHT_MULTS] [END_LIGHT_MULTS] screen.MORNING_LIGHT_MULTS= LIGHT_MORNING_R LIGHT_MORNING_G LIGHT_MORNING_B LIGHT_MORNING_I screen.NOON_LIGHT_MULTS= LIGHT_NOON_R LIGHT_NOON_G LIGHT_NOON_B LIGHT_NOON_I screen.NIGHT_LIGHT_MULTS= LIGHT_NIGHT_R LIGHT_NIGHT_G LIGHT_NIGHT_B LIGHT_NIGHT_I screen.RAIN_LIGHT_MULTS= LIGHT_RAIN_R LIGHT_RAIN_G LIGHT_RAIN_B LIGHT_RAIN_I screen.NETHER_LIGHT_MULTS= LIGHT_NETHER_R LIGHT_NETHER_G LIGHT_NETHER_B LIGHT_NETHER_I screen.END_LIGHT_MULTS= LIGHT_END_R LIGHT_END_G LIGHT_END_B LIGHT_END_I screen.BLOCKLIGHT_SETTINGS= XLIGHT_I XLIGHT_CURVE HELD_LIGHTING_MODE BLOCKLIGHT_FLICKERING XLIGHT_R XLIGHT_G XLIGHT_B screen.PIXELATED_LIGHTING_SETTINGS= PIXELATED_SHADOWS PIXELATED_BLOCKLIGHT PIXELATED_AO PIXEL_SCALE screen.OTHER_SETTINGS= [SELECT_OUTLINE_SETTINGS] [WORLD_OUTLINE_SETTINGS] [MOON_PHASE_INF_SETTINGS] [ACT_FEATURES_SETTINGS] SHOW_LIGHT_LEVEL REDUCE_CLOSE_PARTICLES LESS_LAVA_FOG SNOWY_WORLD HAND_SWAYING COLOR_CODED_PROGRAMS GLOWING_COLORED_PARTICLES screen.SELECT_OUTLINE_SETTINGS= SELECT_OUTLINE SELECT_OUTLINE_I SELECT_OUTLINE_R SELECT_OUTLINE_G SELECT_OUTLINE_B SELECT_OUTLINE_AUTO_HIDE screen.WORLD_OUTLINE_SETTINGS= WORLD_OUTLINE WORLD_OUTLINE_THICKNESS WORLD_OUTLINE_I WORLD_OUTLINE_ON_ENTITIES WORLD_OUTLINE_SCALED DARK_OUTLINE DARK_OUTLINE_THICKNESS screen.MOON_PHASE_INF_SETTINGS= MOON_PHASE_INF_LIGHT MOON_PHASE_INF_ATMOSPHERE MOON_PHASE_INF_REFLECTION MOON_PHASE_FULL MOON_PHASE_PARTIAL MOON_PHASE_DARK screen.ACT_FEATURES_SETTINGS= COLORED_LIGHT_SATURATION ACT_FIRE_COLOR_WARMNESS COLORED_LIGHT_FOG COLORED_LIGHT_FOG_I WORLD_SPACE_REFLECTIONS WORLD_SPACE_REF_MODE WORLD_SPACE_PLAYER_REF CONNECTED_GLASS_EFFECT PORTAL_EDGE_EFFECT PUDDLE_VOXELIZATION COLORED_CANDLE_LIGHT # Set Sliders sliders=shadowDistance BLOOM_STRENGTH CLOUD_ALT1 CLOUD_ALT2 TM_EXPOSURE TM_CONTRAST T_SATURATION T_VIBRANCE MOTION_BLURRING_STRENGTH NORMAL_MAP_STRENGTH CUSTOM_EMISSION_INTENSITY IMAGE_SHARPENING SUN_ANGLE ATM_FOG_MULT ATM_FOG_DISTANCE ATM_FOG_ALTITUDE CAVE_LIGHTING GR_RR GR_RG GR_RB GR_RC GR_GR GR_GG GR_GB GR_GC GR_BR GR_BG GR_BB GR_BC POM_DEPTH POM_QUALITY POM_DISTANCE WATER_BUMPINESS WATER_BUMP_SMALL WATER_BUMP_MED WATER_BUMP_BIG WATER_SPEED_MULT WATER_SIZE_MULT WATER_REFRACTION_INTENSITY SELECT_OUTLINE_I SELECT_OUTLINE_R SELECT_OUTLINE_G SELECT_OUTLINE_B LIGHT_NOON_R LIGHT_NOON_G LIGHT_NOON_B LIGHT_NOON_I ATM_NOON_R ATM_NOON_G ATM_NOON_B ATM_NOON_I LIGHT_MORNING_R LIGHT_MORNING_G LIGHT_MORNING_B LIGHT_MORNING_I ATM_MORNING_R ATM_MORNING_G ATM_MORNING_B ATM_MORNING_I LIGHT_NIGHT_R LIGHT_NIGHT_G LIGHT_NIGHT_B LIGHT_NIGHT_I ATM_NIGHT_R ATM_NIGHT_G ATM_NIGHT_B ATM_NIGHT_I LIGHT_RAIN_R LIGHT_RAIN_G LIGHT_RAIN_B LIGHT_RAIN_I ATM_RAIN_R ATM_RAIN_G ATM_RAIN_B ATM_RAIN_I LIGHT_NETHER_R LIGHT_NETHER_G LIGHT_NETHER_B LIGHT_NETHER_I ATM_NETHER_R ATM_NETHER_G ATM_NETHER_B ATM_NETHER_I LIGHT_END_R LIGHT_END_G LIGHT_END_B LIGHT_END_I ATM_END_R ATM_END_G ATM_END_B ATM_END_I WORLD_OUTLINE_I AMBIENT_MULT GENERATED_NORMAL_MULT COATED_TEXTURE_MULT LIGHTSHAFT_NOON_I LIGHTSHAFT_SUNSET_I LIGHTSHAFT_NIGHT_I LIGHTSHAFT_RAIN_I WATERCOLOR_R WATERCOLOR_G WATERCOLOR_B WATER_FOAM_I WATER_ALPHA_MULT WATER_FOG_MULT UNDERWATERCOLOR_R UNDERWATERCOLOR_G UNDERWATERCOLOR_B GLOWING_ORE_MULT SSAO_I VANILLAAO_I CHROMA_ABERRATION XLIGHT_R XLIGHT_G XLIGHT_B NIGHT_NEBULA_I WEATHER_TEX_OPACITY NETHER_STORM_LOWER_ALT NETHER_STORM_HEIGHT NETHER_STORM_I CLOUD_UNBOUND_AMOUNT CLOUD_UNBOUND_SIZE_MULT CLOUD_UNBOUND_RAIN_ADD CLOUD_SPEED_MULT WB_DOF_I WB_DOF_FOCUS WB_DB_DAY_I WB_DB_NIGHT_I WB_DB_RAIN_I WB_DB_WATER_I WB_DB_NETHER_I WB_DB_END_I WAVING_SPEED WAVING_I MOON_PHASE_FULL MOON_PHASE_PARTIAL MOON_PHASE_DARK LENSFLARE_I SHADOW_SMOOTHING BLOCKLIGHT_FLICKERING NETHER_VIEW_LIMIT CLOUD_R CLOUD_G CLOUD_B WAVING_I_RAIN_MULT COLORED_LIGHT_FOG_I XLIGHT_I COLORED_LIGHT_SATURATION PIXEL_SCALE TM_DARK_DESATURATION TM_WHITE_PATH NIGHT_STAR_AMOUNT FXAA_TAA_INTERACTION FXAA_STRENGTH LIGHTSHAFT_SUNSET_SATURATION XLIGHT_CURVE END_BEAM_INTENSITY END_BEAM_CENTER_ALT END_BEAM_HEIGHT END_STAR_INTENSITY GENERATED_NORMAL_RES ACT_FIRE_COLOR_WARMNESS # Special Define Handling # Needed to disable colored lighting related code in shaders.properties #ifdef MC_OS_MAC #define COLORED_LIGHTING 0 #endif # Pipeline Settings oldHandLight = false oldLighting = false separateAo = true underwaterOverlay = false vignette = false beacon.beam.depth = true rain.depth = false particles.ordering = mixed # Program Settings alphaTest.gbuffers_weather=GREATER 0.0001 alphaTest.gbuffers_skytextured=GREATER 0.0001 alphaTest.gbuffers_skybasic=GREATER 0.0001 alphaTest.gbuffers_water=GREATER 0.0001 alphaTest.gbuffers_beaconbeam=GREATER 0.0001 alphaTest.gbuffers_damagedblock=GREATER 0.004 alphaTest.gbuffers_spidereyes=GREATER 0.0001 alphaTest.gbuffers_clouds=GREATER 0.0001 # Link Programs to Options # Note: Old Optifine seems to always treat "#if INT_DEFINE == X" checks as "#if 0 == X" so treat 0 as the default behaviour # This quirk doesn't apply to "enabled=DEFINE" checks. Those work fine as long as the define is a boolean. #if SHADOW_QUALITY == -1 program.world0/shadow.enabled=false program.world-1/shadow.enabled=false program.world1/shadow.enabled=false #endif #if FXAA_DEFINE == -1 || FXAA_STRENGTH == -1 program.world0/composite7.enabled=false program.world-1/composite7.enabled=false program.world1/composite7.enabled=false #endif #if COLORED_LIGHTING == 0 program.world0/shadowcomp.enabled=false program.world-1/shadowcomp.enabled=false program.world1/shadowcomp.enabled=false #endif # Miscellaneous iris.features.optional = CUSTOM_IMAGES SSBO BLOCK_EMISSION_ATTRIBUTE FADE_VARIABLE ENTITY_TRANSLUCENT #if defined IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE # Check for block emission attribute to detect Iris 1.7 and above because the ref-res causes an error in 1.6.10 and below size.buffer.colortex1 = REFLECTION_RES REFLECTION_RES size.buffer.colortex7 = REFLECTION_RES REFLECTION_RES #endif #if ENTITY_SHADOW == -1 shadowBlockEntities = false shadowEntities = false #if PLAYER_SHADOW == 1 shadowPlayer = true #endif #endif #if ENTITY_SHADOW == 1 shadowBlockEntities = false #endif #if PLAYER_SHADOW == -1 shadowPlayer = false #endif #ifdef DISTANT_HORIZONS blend.dh_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA blend.gbuffers_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA dhShadow.enabled = false dhClouds = off #endif #if CLOUD_STYLE_DEFINE != 50 clouds=off #endif #if IMPROVED_RAIN_DEFINE == 1 && !defined MC_OS_MAC && MC_VERSION >= 11605 blend.gbuffers_weather.colortex12=off #endif blend.gbuffers_textured.colortex4=off blend.gbuffers_water.colortex4=off blend.gbuffers_water.colortex8=off supportsColorCorrection=true breaksAnisotropy = true #if COLORED_LIGHTING > 0 shadow.culling = reversed voxelizeLightBlocks = false #if COLORED_LIGHTING == 128 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 128 64 128 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 128 64 128 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 128 64 128 #elif COLORED_LIGHTING == 192 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 192 96 192 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 192 96 192 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 192 96 192 #elif COLORED_LIGHTING == 256 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 256 128 256 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 256 128 256 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 256 128 256 #elif COLORED_LIGHTING == 384 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 384 192 384 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 384 192 384 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 384 192 384 #elif COLORED_LIGHTING == 512 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 512 256 512 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 512 256 512 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 512 256 512 #elif COLORED_LIGHTING == 768 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 768 256 768 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 768 256 768 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 768 256 768 #elif COLORED_LIGHTING == 1024 image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 1024 256 1024 image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 1024 256 1024 image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 1024 256 1024 #endif #if RAIN_PUDDLES > 0 image.puddle_img = puddle_sampler red_integer r8ui unsigned_int true false 128 128 #endif #if WORLD_SPACE_REFLECTIONS > 0 #if COLORED_LIGHTING < 512 image.wsr_img = wsr_sampler red_integer r16ui unsigned_int true false COLORED_LIGHTING 64 COLORED_LIGHTING #else image.wsr_img = wsr_sampler red_integer r16ui unsigned_int true false 512 64 512 #endif #if COLORED_LIGHTING < 512 #if COLORED_LIGHTING == 128 bufferObject.0 = 50855936 image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 32 16 32 #elif COLORED_LIGHTING == 192 bufferObject.0 = 114229248 image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 48 16 48 #elif COLORED_LIGHTING == 256 bufferObject.0 = 202899456 image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 64 16 64 #elif COLORED_LIGHTING == 384 bufferObject.0 = 456130560 image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 96 16 96 #endif #else bufferObject.0 = 810549248 image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 128 16 128 #endif #if WORLD_SPACE_PLAYER_REF == 1 bufferObject.3 = 5376 image.playerAtlas_img = playerAtlas_sampler RGBA rgba8 unsigned_byte false false 64 64 #endif #endif #endif # Custom Textures texture.noise=lib/textures/noise.png texture.deferred.colortex3=lib/textures/cloud-water.png texture.gbuffers.gaux4=lib/textures/cloud-water.png #if WORLD_SPACE_REFLECTIONS > 0 customTexture.textureAtlas = minecraft:textures/atlas/blocks.png #ifdef CLOUD_SHADOWS customTexture.cloudWaterTex=lib/textures/cloud-water.png #endif #endif # Custom Uniforms uniform.float.framemod2 = frameCounter % 2 uniform.float.framemod4 = frameCounter % 4 uniform.float.framemod8 = frameCounter % 8 uniform.float.framemod600 = frameCounter % 600 uniform.float.isEyeInCave = if(isEyeInWater == 0, 1.0 - smooth(202, if(eyeAltitude < 5.0, eyeBrightness.y / 240.0, 1.0), 6, 12), 0.0) uniform.float.inDry = smooth(101, if(in(biome_precipitation, 0), 1, 0), 20, 10) uniform.float.inRainy = smooth(102, if(in(biome_precipitation, 1), 1, 0), 20, 10) uniform.float.inSnowy = smooth(103, if(in(biome_precipitation, 2), 1, 0), 20, 10) variable.float.difX = cameraPosition.x - previousCameraPosition.x variable.float.difY = cameraPosition.y - previousCameraPosition.y variable.float.difZ = cameraPosition.z - previousCameraPosition.z variable.float.difSum = abs(difX) + abs(difY) + abs(difZ) variable.float.moving = if(difSum > 0.0 && difSum < 1.0, 1, 0) variable.float.moved = smooth(2, moving, 0, 31536000) uniform.float.starter = smooth(3, moved, 20, 20) uniform.float.frameTimeSmooth = smooth(5, frameTime, 5, 5) uniform.float.eyeBrightnessM = smooth(4, eyeBrightness.y / 240.0, 5, 5) uniform.float.eyeBrightnessM2 = smooth(4, if(eyeBrightness.y > 239.0, 1, 0), 2, 2) uniform.float.rainFactor = smooth(1, rainStrength, 3, 3) uniform.float.inNetherWastes=smooth(50, if(in(biome, BIOME_NETHER_WASTES), 1, 0), 15, 15) uniform.float.inCrimsonForest=smooth(51, if(in(biome, BIOME_CRIMSON_FOREST), 1, 0), 15, 15) uniform.float.inWarpedForest=smooth(52, if(in(biome, BIOME_WARPED_FOREST), 1, 0), 15, 15) uniform.float.inBasaltDeltas=smooth(53, if(in(biome, BIOME_BASALT_DELTAS), 1, 0), 15, 15) uniform.float.inSoulValley=smooth(54, if(in(biome, BIOME_SOUL_SAND_VALLEY), 1, 0), 15, 15) uniform.float.inPaleGarden=smooth(55, if(in(biome, BIOME_PALE_GARDEN), 1, 0), 15, 15) uniform.float.inSulfurCaves=smooth(56, if(in(biome, BIOME_SULFUR_CAVES), 1, 0), 15, 15) uniform.float.maxBlindnessDarkness=max(blindness, darknessFactor) variable.float.endFlashFactor0=min(endFlashIntensity, 0.5) * 2.0 variable.float.endFlashFactor1=smooth(55, endFlashFactor0, 1, 10) uniform.float.endFlashIntensityM=if(endFlashFactor0 > endFlashFactor1, sqrt(endFlashFactor0), endFlashFactor1)