/* Sildur's Enhanced Default: https://www.patreon.com/Sildur https://sildurs-shaders.github.io/ https://twitter.com/Sildurs_shaders https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default Permissions: You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours. */ #ifdef composite0 #define SSAO //Toggle custom ambient occlusion. const float ambientOcclusionLevel = 1.0f; //Adjust minecrafts inbuild ambient occlusion. [0.0f 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f] //#define Celshading //Cel shades everything, making it look somewhat like Borderlands. #define Reflections //Toggle reflections, also adjust in gbuffers_textured.fsh #define Refractions //Toggle refractions / distortion caused by waves. #define skyReflection //Reflect and blend the default skycolor. Makes water waves more visible. WIP #define Godrays //Toggle godrays #define grays_quality 2 //[1 2] 1=fast 2=fancy #define grays_intensity 0.65 //Adjust godrays intensity [0.35 0.5 0.65 0.70 0.85 1.0] //Debugging stuff //#define depthbuffer //Draw depth buffer //#define draw_refnormals //Draw reflection normals, actually composite normals but only reflections are stored in the buffer. #endif #ifdef composite1 #define TAA //Toggle temporal anti-aliasing (TAA) #define TAA_sharpness 0.65 //[0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25 1.3 1.35 1.4 1.45 1.5] Adjust sharpening strength. 0.0 turns sharpening completly off. #endif #ifdef final //#define Crossprocess //It's like a color filter, alters all colors abit if enabled. //#define Depth_of_Field //Simulates eye focusing on objects. Low performance impact //#define Distance_Blur //Requires Depth of Field to be enabled. Replaces eye focusing effect with distance being blurred instead. #define smoothDof //Toggle smooth transition between clear and blurry. #define DoF_Strength 90 //[60 90 120 150] #define Dof_Distance_View 256 //[128 256 384 512] //#define Motionblur //Blurres your view/camera during movemenent. Low performance impact. Doesn't work with Depth of Field. #define MB_strength 0.014 //[0.008 0.014 0.020] //#define Tonemap //Toggle tonemapping, slightly altering colors / color balance. Based of vibrant shaders, which uses uncharted2tonemap. #define gamma 2.2 //Adjust gamma used by tonemapping. [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] #endif #ifdef gbuffers_clouds #define Fog //Toggle default fog. #endif #ifdef gbuffers_textured //#define Colorboost //Gives default colors a little kick #define MobsFlashRed #define Fog //Toggle default fog. #define Reflections //Toggle reflections, also adjust in composite.fsh #define WaterReflection #define TransparentReflections //see block.properties, transparent blocks are assigned to ice (79) #define Shadows //Also adjust in vertex, SHADOW_MAP_BIAS is also in vertex #ifdef Shadows #define Colored_Shadows #define slight 0.55 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80] #define SHADOW_MAP_BIAS 0.80 const int shadowMapResolution = 2048; //Shadows resolution. [512 1024 2048 3072 4096 8192] const float shadowDistance = 110.0; //Draw distance of shadows.[60.0 90.0 120.0 150.0 180.0 210.0] const float shadowDistanceRenderMul = 1.0f; const bool shadowHardwareFiltering0 = true; const bool shadowHardwareFiltering1 = true; #endif const float sunPathRotation = -40.0f; //[-10.0 -20.0 -30.0 -40.0f -50.0 -60.0 -70.0 -80.0 -0.15f -0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0] #define waterTex //Toggle water texture #define nMap 0 //[0 1 2]0=Off 1=Bumpmapping, 2=Parallax, also adjust in vertex #define POM_RES 32 //Texture / Resourcepack resolution. [32 64 128 256 512 1024 2048] #define POM_DIST 16.0 //[8.0 16.0 24.0 32.0 40.0 48.0 56.0 64.0] #define POM_DEPTH 0.30 //[0.10 0.20 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.0] //#define draw_bmap //Draw bmap normals #define HandLight //Toggle handheld lighting. //#define customLight //Toggle custom light support for emissive blocks. #define emissive_R 3.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] #define emissive_G 1.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] #define emissive_B 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] #define animationSpeed 1.0 //[0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0] #define Waving_Leaves #define Waving_Vines #define Waving_Grass #define Waving_Entities //Includes: Saplings, small flowers, wheat, carrots, potatoes and beetroot. #define Waving_Tallgrass #define Waving_Fire #define Waving_Lava #define Waving_Water #define Waving_Lanterns #define waves_amplitude 0.65 //[0.55 0.65 0.75 0.85 0.95 1.05 1.15 1.25 1.35 1.45 1.55 1.65 1.75 1.85 1.95 2.05] #define TAA #endif #ifdef shadowprogram #define Shadows #define SHADOW_MAP_BIAS 0.80 #define grass_shadows #endif