Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ###Warning### BACK UP ANY FILES BEFORE YOU MODIFY THEM ###Warning###
- ##NOTE## We recommend running your "RenderResMul" at 2.0000 for best cloud results. ##NOTE##
- First, go into composite.fsh, and go to line 1634 and turn //CalculateClouds into CalculateClouds.
- Next, paste this into lines 1308-1327:
- void CalculateClouds (inout vec3 color, inout SurfaceStruct surface)
- {
- //if (texcoord.s < 0.5f && texcoord.t < 0.5f)
- //{
- vec2 coord = texcoord.st * 2.0f;
- vec4 worldPosition = gbufferModelViewInverse * surface.screenSpacePosition;
- worldPosition.xyz += cameraPosition.xyz;
- float cloudHeight = 140.0f;
- float cloudDepth = 25.0f;
- float cloudDensity = 1.8f;
- float rayDepth = 1.0f;
- rayDepth += CalculateDitherPattern1() * 0.0001f;
- rayDepth += texture2D(noisetex, texcoord.st).x * 0.0055f;
- rayDepth += CalculateDitherPattern2() * 0.09f;
- float rayIncrement = 0.08f;
- float previousRayDistance = 0.1f;
- int i = 0;
- Next, go to line 655 and turn mask.volumeCloud to true;
- **This turns on clouds and makes them look nice. Now we fix SmoothSky.
- Go into composite1.fsh
- Find line 799 and turn //SmoothSky into SmoothSky
- Paste this into lines 766-774:
- void SmoothSky(inout SurfaceStruct surface)
- {
- if (texture2D(composite, texcoord.st, 1).g > 0.001f) {
- if (surface.mask.water) {
- vec3 col = pow(TextureSmooth(gcolor, texcoord.st, 1).rgb, vec3(2.2f));
- //col.rgb = vec3(0.0f);
- //surface.color = col.rgb;
- }
- }
- else {
- vec3 col = pow(TextureSmooth(gcolor, texcoord.st, 1).rgb, vec3(2.2f));
- //col.rgb = vec3(0.0f);
- //surface.color = col.rgb;
- }
- }
- Next, open the file gbuffers_weather.fsh and go to line 14 and copy this over it.
- gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 1.0f) * color;
- #######################################################################################
- OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL | OPTIONAL |
- #######################################################################################
- This next part is optional. Go back into composite.fsh
- Go to line 1202 and take the // off.
- Waving leaves is in gbuffers_terrain.vsh on line 43.
- turn //#define WAVING_LEAVES to #define WAVING_LEAVES
- If you wan't the new 2 block tall flowers to wave in the wind open gbuffers_terrain.vsh
- Go to line 161. Paste this over lines 162-171
- if ( mc_Entity.x == 31.0
- || mc_Entity.x == 38.0f //Rose
- || mc_Entity.x == 37.0f //Flower
- || mc_Entity.x == 1925.0f //Biomes O Plenty: Medium Grass
- || mc_Entity.x == 1920.0f //Biomes O Plenty: Thorns, barley
- || mc_Entity.x == 1921.0f //Biomes O Plenty: Sunflower
- || mc_Entity.x == 175.0f //DoubleTall things
- )
- To enable Soft_Shadows go into composite.fsh
- Go to line 25 and change //#define ENABLE_SOFT_SHADOWS to #define ENABLE_SOFT_SHADOWS
- simple yet effective.
- To fix rain drops go to gbuffers_weather.fsh
- 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);
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement