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SEUS v10.1 Modifications and fixes FPS Improved Clouds fixed

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Jan 17th, 2014
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  1. ###Warning### BACK UP ANY FILES BEFORE YOU MODIFY THEM ###Warning###
  2.  
  3. ##NOTE## We recommend running your "RenderResMul" at 2.0000 for best cloud results. ##NOTE##
  4.  
  5. First, go into composite.fsh, and go to line 1634 and turn //CalculateClouds into CalculateClouds.
  6.  
  7. Next, paste this into lines 1308-1327:
  8.  
  9. void CalculateClouds (inout vec3 color, inout SurfaceStruct surface)
  10. {
  11. //if (texcoord.s < 0.5f && texcoord.t < 0.5f)
  12. //{
  13. vec2 coord = texcoord.st * 2.0f;
  14.  
  15. vec4 worldPosition = gbufferModelViewInverse * surface.screenSpacePosition;
  16. worldPosition.xyz += cameraPosition.xyz;
  17.  
  18. float cloudHeight = 140.0f;
  19. float cloudDepth = 25.0f;
  20. float cloudDensity = 1.8f;
  21.  
  22. float rayDepth = 1.0f;
  23. rayDepth += CalculateDitherPattern1() * 0.0001f;
  24. rayDepth += texture2D(noisetex, texcoord.st).x * 0.0055f;
  25. rayDepth += CalculateDitherPattern2() * 0.09f;
  26. float rayIncrement = 0.08f;
  27.  
  28. float previousRayDistance = 0.1f;
  29. int i = 0;
  30.  
  31.  
  32. Next, go to line 655 and turn mask.volumeCloud to true;
  33.  
  34. **This turns on clouds and makes them look nice. Now we fix SmoothSky.
  35.  
  36.  
  37. Go into composite1.fsh
  38.  
  39. Find line 799 and turn //SmoothSky into SmoothSky
  40.  
  41. Paste this into lines 766-774:
  42.  
  43. void SmoothSky(inout SurfaceStruct surface)
  44. {
  45. if (texture2D(composite, texcoord.st, 1).g > 0.001f) {
  46. if (surface.mask.water) {
  47. vec3 col = pow(TextureSmooth(gcolor, texcoord.st, 1).rgb, vec3(2.2f));
  48. //col.rgb = vec3(0.0f);
  49. //surface.color = col.rgb;
  50. }
  51. }
  52. else {
  53. vec3 col = pow(TextureSmooth(gcolor, texcoord.st, 1).rgb, vec3(2.2f));
  54. //col.rgb = vec3(0.0f);
  55. //surface.color = col.rgb;
  56. }
  57. }
  58.  
  59. Next, open the file gbuffers_weather.fsh and go to line 14 and copy this over it.
  60.  
  61. gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 1.0f) * color;
  62.  
  63. #######################################################################################
  64. OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL |
  65. #######################################################################################
  66.  
  67. This next part is optional. Go back into composite.fsh
  68.  
  69. Go to line 1202 and take the // off.
  70.  
  71. Waving leaves is in gbuffers_terrain.vsh on line 43.
  72.  
  73. turn //#define WAVING_LEAVES to #define WAVING_LEAVES
  74.  
  75. If you wan't the new 2 block tall flowers to wave in the wind open gbuffers_terrain.vsh
  76.  
  77. Go to line 161. Paste this over lines 162-171
  78.  
  79. if ( mc_Entity.x == 31.0
  80.  
  81. || mc_Entity.x == 38.0f //Rose
  82. || mc_Entity.x == 37.0f //Flower
  83. || mc_Entity.x == 1925.0f //Biomes O Plenty: Medium Grass
  84. || mc_Entity.x == 1920.0f //Biomes O Plenty: Thorns, barley
  85. || mc_Entity.x == 1921.0f //Biomes O Plenty: Sunflower
  86. || mc_Entity.x == 175.0f //DoubleTall things
  87.  
  88. )
  89.  
  90. To enable Soft_Shadows go into composite.fsh
  91.  
  92. Go to line 25 and change //#define ENABLE_SOFT_SHADOWS to #define ENABLE_SOFT_SHADOWS
  93.  
  94. simple yet effective.
  95.  
  96. To fix rain drops go to gbuffers_weather.fsh
  97.  
  98. on line 40 change //gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f); to gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
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