#Profiles profile.POTATO=!REFLECTION !SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS !REFLECTION_SPECULAR shadowMapResolution=1024 shadowDistance=128.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON !GENERATED_NORMALS !SPECULAR_SKY_REF !WATER_REFRACT !PROJECTED_CAUSTICS !COLORED_SHADOWS !NOISY_TEXTURES !WATER_ABSORPTION !ENTITY_SHADOWS !BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF !WATER_WAVES profile.LOW=REFLECTION SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS !REFLECTION_SPECULAR shadowMapResolution=1024 shadowDistance=128.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON !GENERATED_NORMALS SPECULAR_SKY_REF !WATER_REFRACT !PROJECTED_CAUSTICS !COLORED_SHADOWS !NOISY_TEXTURES !WATER_ABSORPTION !ENTITY_SHADOWS !BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF WATER_WAVES profile.MEDIUM=REFLECTION SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS !REFLECTION_SPECULAR shadowMapResolution=2048 shadowDistance=192.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON !GENERATED_NORMALS SPECULAR_SKY_REF !WATER_REFRACT !PROJECTED_CAUSTICS !COLORED_SHADOWS !NOISY_TEXTURES !WATER_ABSORPTION ENTITY_SHADOWS BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF WATER_WAVES profile.VANILLA=REFLECTION SHADOWS sunPathRotation=0.0 WATER_TYPE=2 !ROUND_SUN_MOON VANILLA_SKYBOX !CLOUDS REFLECTION_SPECULAR shadowMapResolution=2048 shadowDistance=192.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON GENERATED_NORMALS SPECULAR_SKY_REF !WATER_REFRACT !PROJECTED_CAUSTICS !COLORED_SHADOWS !NOISY_TEXTURES !WATER_ABSORPTION ENTITY_SHADOWS BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF !WATER_WAVES profile.HIGH=REFLECTION SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS REFLECTION_SPECULAR shadowMapResolution=2048 shadowDistance=192.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON !GENERATED_NORMALS SPECULAR_SKY_REF !WATER_REFRACT !PROJECTED_CAUSTICS !COLORED_SHADOWS !NOISY_TEXTURES !WATER_ABSORPTION ENTITY_SHADOWS BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF WATER_WAVES profile.ULTRA=REFLECTION SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS REFLECTION_SPECULAR shadowMapResolution=2048 shadowDistance=192.0 AO_QUALITY=1 LIGHT_SHAFT_QUALITY=1 !DOF_IS_ON GENERATED_NORMALS SPECULAR_SKY_REF WATER_REFRACT PROJECTED_CAUSTICS !COLORED_SHADOWS NOISY_TEXTURES !WATER_ABSORPTION ENTITY_SHADOWS BLOCK_ENTITY_SHADOWS !DOUBLE_QUALITY_ROUGH_REF WATER_WAVES profile.EXTREME=REFLECTION SHADOWS sunPathRotation=-40.0 WATER_TYPE=0 ROUND_SUN_MOON !VANILLA_SKYBOX CLOUDS REFLECTION_SPECULAR shadowMapResolution=2048 shadowDistance=256.0 AO_QUALITY=2 LIGHT_SHAFT_QUALITY=2 DOF_IS_ON GENERATED_NORMALS SPECULAR_SKY_REF WATER_REFRACT PROJECTED_CAUSTICS COLORED_SHADOWS NOISY_TEXTURES WATER_ABSORPTION ENTITY_SHADOWS BLOCK_ENTITY_SHADOWS DOUBLE_QUALITY_ROUGH_REF WATER_WAVES #Screen Setup screen= [ABOUT] RP_SUPPORT COMPATIBILITY_MODE [SKY] [WATER] [LIGHTING] [SHADOWS] [WORLD] [MATERIALS] [POST_PROCESS] [OTHER] screen.ABOUT= SECRET TEST MIN_LIGHT_EVERYWHERE THE_FORBIDDEN_OPTION OVERDRAW METALLIC_WORLD EXTRA_PARTICLE_EMISSION WAVING_EVERYTHING SMOKEY_WATER_LIGHTSHAFTS ANAMORPHIC_BLOOM [INTERNAL] screen.INTERNAL= LIGHT_LEAK_FIX ENTITY_NORMAL_FIX END_PORTAL_REWORK LIGHTNING_BOLTS_FIX WRONG_MIPMAP_FIX FLICKERING_FIX GLOWING_ENTITY_FIX OVERLAY_FIX SKY_REF_FIX_1 CAVE_SKY_FIX GBUFFER_CODING SHOW_RAY_TRACING screen.OTHER= SHOW_LIGHT_LEVELS LAVA_VISIBILITY PARTICLE_VISIBILITY ENTITY_EFFECT NO_PARTICLES HAND_SWAY NIGHT_VISION VANILLA_UNDERLAVA_COLOR [SELECTION_BOX] [STARTER] screen.SELECTION_BOX= SELECTION_MODE SELECTION_R SELECTION_G SELECTION_B SELECTION_I screen.STARTER= WATERMARK WATERMARK_DURATION GRAY_START BLURRY_START screen.MATERIALS= RP_SUPPORT [COMPBR] [REFLECTION_CONFIG] [RAIN_REF_CONFIG] [EMISSIVES] [NORMALS] screen.COMPBR= GENERATED_NORMALS NOISY_TEXTURES [COMPBRORES] EMISSIVE_LICHEN EMISSIVE_AMETHYST_BUDS EMISSIVE_NETHER_STEMS FANCY_NETHER_PORTAL [COMPBRMISC] screen.COMPBRORES= EMISSIVE_ORES EMISSIVE_IRON_ORE EMISSIVE_COPPER_ORE EMISSIVE_GOLD_ORE EMISSIVE_REDSTONE_ORE EMISSIVE_LAPIS_ORE EMISSIVE_EMERALD_ORE EMISSIVE_DIAMOND_ORE EMISSIVE_NETHER_ORES GLOWING_DEBRIS ORE_EMISSION screen.COMPBRMISC= GREEN_SCREEN BLUE_SCREEN GLOWING_REDSTONE_BLOCK GLOWING_LAPIS_BLOCK ALTERNATIVE_COMMAND_BLOCK SAFE_GENERATED_NORMALS screen.REFLECTION_CONFIG= REFLECTION REFLECTION_TRANSLUCENT WATER_TRANSLUCENT_SKY_REF REFLECTION_SPECULAR REFLECTION_ROUGH SPECULAR_SKY_REF DOUBLE_QUALITY_ROUGH_REF screen.RAIN_REF_CONFIG= REFLECTION_RAIN REFLECTION_RAIN_COVERAGE RAIN_REF_BIOME_CHECK RAIN_REF_FORCED screen.EMISSIVES= EMISSIVE_MULTIPLIER LAVA_INTENSITY FIRE_INTENSITY GLINT_BRIGHTNESS screen.NORMALS= NORMAL_MAPPING NORMAL_MULTIPLIER PARALLAX PARALLAX_DEPTH SELF_SHADOW SELF_SHADOW_ANGLE PARALLAX_QUALITY PARALLAX_DISTANCE DIRECTIONAL_LIGHTMAP DIRECTIONAL_LIGHTMAP_STRENGTH screen.POST_PROCESS= AA [TONEMAP] [BLOOM_CONFIG] [DOF] MOTION_BLUR MOTION_BLUR_STRENGTH LENS_FLARE LENS_FLARE_STRENGTH VIGNETTE VIGNETTE_STRENGTH SHARPEN CHROMATIC_ABERRATION screen.DOF= DOF_IS_ON DOF DOF_STRENGTH DOF_FOCUS RAIN_BLUR_MULT UNDERWATER_BLUR_MULT NETHER_BLUR NETHER_BLUR_STRENGTH ANAMORPHIC_BLUR FOV_SCALED_BLUR CHROMATIC_BLUR screen.BLOOM_CONFIG= BLOOM HAND_BLOOM_REDUCTION BLOOM_STRENGTH NETHER_BLOOM_STRENGTH UNDERWATER_BLOOM_STRENGTH screen.TONEMAP= AUTO_EXPOSURE TONEMAP_EXPOSURE TONEMAP_WHITE_CURVE TONEMAP_LOWER_CURVE TONEMAP_UPPER_CURVE SATURATION VIBRANCE [COLORGRADING] screen.COLORGRADING= COLOR_GRADING [CG_R] [CG_G] [CG_B] [CG_T] screen.CG_R= CG_RR CG_RG CG_RB CG_RI CG_RM CG_RC screen.CG_G= CG_GR CG_GG CG_GB CG_GI CG_GM CG_GC screen.CG_B= CG_BR CG_BG CG_BB CG_BI CG_BM CG_BC screen.CG_T= CG_TR CG_TG CG_TB CG_TI CG_TM screen.SHADOWS= SHADOWS shadowMapResolution SHADOW_FILTER shadowDistance COLORED_SHADOWS CLOUD_SHADOW PIXEL_SHADOWS NO_FOLIAGE_SHADOWS [SUBSURFACE] SHADING_STRENGTH BLOCK_ENTITY_SHADOWS ENTITY_SHADOWS AO AO_STRENGTH_NEW AO_QUALITY VAO_STRENGTH screen.SUBSURFACE= SHADOW_SUBSURFACE SCATTERING_FOLIAGE SCATTERING_LEAVES screen.LIGHTING= [OVERWORLD_COLOR] NETHER_I MIN_LIGHT END_I [BLOCKLIGHT_COLOR] COLORED_LIGHT_DEFINE RANDOM_BLOCKLIGHT DYNAMIC_SHADER_LIGHT DYNAMIC_LIGHT_DISTANCE BLOCKLIGHT_FLICKER BLOCKLIGHT_FLICKER_STRENGTH screen.OVERWORLD_COLOR= [LIGHT_M] [AMBIENT_M] [LIGHT_D] [AMBIENT_D] [LIGHT_E] [AMBIENT_E] [LIGHT_N] [AMBIENT_N] LIGHT_GROUND AMBIENT_GROUND [NIGHT_LIGHT_CONFIG] [WEATHER_R] screen.NIGHT_LIGHT_CONFIG= NIGHT_BRIGHTNESS MOON_PHASE_LIGHTING NIGHT_LIGHTING_FULL_MOON NIGHT_LIGHTING_PARTIAL_MOON NIGHT_LIGHTING_NEW_MOON screen.LIGHT_M= LIGHT_MR LIGHT_MG LIGHT_MB LIGHT_MI screen.LIGHT_D= LIGHT_DR LIGHT_DG LIGHT_DB LIGHT_DI screen.LIGHT_E= LIGHT_ER LIGHT_EG LIGHT_EB LIGHT_EI screen.LIGHT_N= LIGHT_NR LIGHT_NG LIGHT_NB LIGHT_NI screen.AMBIENT_M= AMBIENT_MR AMBIENT_MG AMBIENT_MB AMBIENT_MI screen.AMBIENT_D= AMBIENT_DR AMBIENT_DG AMBIENT_DB AMBIENT_DI screen.AMBIENT_E= AMBIENT_ER AMBIENT_EG AMBIENT_EB AMBIENT_EI screen.AMBIENT_N= AMBIENT_NR AMBIENT_NG AMBIENT_NB AMBIENT_NI screen.WEATHER_R= WEATHER_RR WEATHER_RG WEATHER_RB WEATHER_RI screen.BLOCKLIGHT_COLOR= BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B BLOCKLIGHT_I screen.SKY= VANILLA_SKYBOX SKYBOX_BRIGHTNESS ROUND_SUN_MOON SUN_GLARE_STRENGTH [SKY_COLOR] sunPathRotation SUN_MOON_HORIZON [CLOUDS] [AURORA_CONFIG] [NIGHT_SKY] [NEBULA_CONFIG] screen.SKY_COLOR= SKY_MULT_R SKY_MULT_G SKY_MULT_B SKY_MULT_I SKY_DAY SKY_NOON SKY_NIGHT SKY_RAIN_DAY SKY_RAIN_NIGHT screen.CLOUDS= CLOUDS CLOUD_THICKNESS CLOUD_AMOUNT CLOUD_HEIGHT CLOUD_SPEED CLOUD_OPACITY CLOUD_BRIGHTNESS screen.AURORA_CONFIG= AURORA AURORA_HEIGHT [AURORA_COLOR] AURORA_BIOME_CHECK AURORA_FULL_MOON_CHECK screen.AURORA_COLOR= AURORA_UP_R AURORA_UP_G AURORA_UP_B AURORA_UP_I AURORA_DOWN_R AURORA_DOWN_G AURORA_DOWN_B AURORA_DOWN_I screen.NIGHT_SKY= SHADER_STARS STAR_BRIGHTNESS STAR_AMOUNT SUNSET_STARS GALAXIES GALAXY_BRIGHTNESS screen.NEBULA_CONFIG= ENDER_NEBULA NEBULA_SPEED NEBULA_COMPRESSION NEBULA_SMOOTHING NEBULA_DISTRIBUTION NEBULA_SIZE NEBULA_PURPLE_BRIGHTNESS NEBULA_ORANGE_BRIGHTNESS NEBULA_STAR_BRIGHTNESS screen.WATER= WATER_TYPE [WATER_NORMALS] [WATER_COLOR] SUN_MOON_WATER_REF MOON_WATER_REF WATER_REFRACT REFRACT_STRENGTH WATER_FOG UNDERWATER_DISTORT WATER_CAUSTICS PROJECTED_CAUSTICS WATER_ABSORPTION screen.WATER_NORMALS= WATER_WAVES WATER_BUMP WATER_SIZE WATER_SPEED WATER_SHARPNESS WATER_NOISE_1 WATER_NOISE_2 WATER_NOISE_3 WATER_NOISE_4 WATER_PARALLAX WATER_DISPLACEMENT screen.WATER_COLOR= WATER_R WATER_G WATER_B WATER_I WATER_V WATER_OPACITY [UNDERWATER_COLOR] screen.UNDERWATER_COLOR= UNDERWATER_R UNDERWATER_G UNDERWATER_B UNDERWATER_I screen.WORLD= WORLD_TIME_ANIMATION ANIMATION_SPEED [FOG] [LIGHT_SHAFT_CONFIG] [WAVING_CONFIG] [RAINBOW_CONFIG] [WORLD_CURVATURE_CONFIG] [OUTLINES] SNOW_MODE WHITE_WORLD NETHER_REFRACT screen.RAINBOW_CONFIG= RAINBOW RAINBOW_STYLE RAINBOW_BRIGHTNESS RAINBOW_DIAMETER RAINBOW_AFTER_RAIN_CHECK screen.WAVING_CONFIG= DO_WAVING_UNDERGROUND DO_WAVING_ON_COMPATIBILITY WAVING_FOLIAGE WAVING_LEAVES WAVING_CROPS WAVING_VINES WAVING_LILY_PADS WAVING_SPEED WAVING_INTENSITY RAIN_WAVING_INTENSITY screen.LIGHT_SHAFT_CONFIG= LIGHT_SHAFTS LIGHT_SHAFT_MODE LIGHT_SHAFT_STRENGTH LIGHT_SHAFT_QUALITY LIGHT_SHAFT_NOON_MULTIPLIER LIGHT_SHAFT_NIGHT_MULTIPLIER LIGHT_SHAFT_DAY_RAIN_MULTIPLIER LIGHT_SHAFT_NIGHT_RAIN_MULTIPLIER LIGHT_SHAFT_UNDERWATER_MULTIPLIER LIGHT_SHAFT_THE_END_MULTIPLIER screen.WORLD_CURVATURE_CONFIG= WORLD_CURVATURE OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE screen.OUTLINES= BLACK_OUTLINE PROMO_OUTLINE PROMO_OUTLINE_MODE PROMO_OUTLINE_STRENGTH PROMO_OUTLINE_THICKNESS OUTLINE_ON_EVERYTHING screen.FOG= FOG2 [FOG2] FOG1 FOG1_DISTANCE_M FOG1_TYPE NETHER_FOG NETHER_SMOKE screen.FOG2= FOG2_ALTITUDE_MODE FOG2_DISTANCE_M FOG2_OPACITY FOG2_BRIGHTNESS FOG2_ALTITUDE [FOG2_RAIN] [FOG2_END] screen.FOG2_END= FOG2_END_DISTANCE_M FOG2_END_OPACITY FOG2_END_BRIGHTNESS FOG2_END_ALTITUDE screen.FOG2_RAIN= FOG2_RAIN_DISTANCE_M FOG2_RAIN_OPACITY_M FOG2_RAIN_BRIGHTNESS_M FOG2_RAIN_ALTITUDE_M #Set Sliders sliders=DOF_FOCUS RAIN_WAVING_INTENSITY UNDERWATER_BLOOM_STRENGTH SHADOW_SUBSURFACE RAINBOW_DIAMETER RAINBOW_BRIGHTNESS NIGHT_LIGHTING_FULL_MOON NIGHT_LIGHTING_PARTIAL_MOON NIGHT_LIGHTING_NEW_MOON NIGHT_BRIGHTNESS WAVING_INTENSITY NEBULA_SPEED CHROMATIC_ABERRATION SKY_MULT_R SKY_MULT_G SKY_MULT_B SKY_MULT_I LIGHT_SHAFT_QUALITY ORE_EMISSION WAVING_SPEED SKY_DAY SKY_NOON SKY_NIGHT SKY_RAIN_DAY SKY_RAIN_NIGHT SUN_MOON_WATER_REF MOON_WATER_REF WATER_NOISE_1 WATER_NOISE_2 WATER_NOISE_3 WATER_NOISE_4 GALAXY_BRIGHTNESS STAR_BRIGHTNESS VAO_STRENGTH SHADING_STRENGTH RAIN_BLUR_MULT UNDERWATER_BLUR_MULT REFRACT_STRENGTH DYNAMIC_LIGHT_DISTANCE LIGHT_GROUND AMBIENT_GROUND NEBULA_PURPLE_BRIGHTNESS NEBULA_STAR_BRIGHTNESS NEBULA_ORANGE_BRIGHTNESS NEBULA_DISTRIBUTION NEBULA_SIZE NEBULA_SMOOTHING NEBULA_COMPRESSION LIGHT_SHAFT_THE_END_MULTIPLIER AURORA_HEIGHT AURORA_UP_R AURORA_UP_G AURORA_UP_B AURORA_UP_I AURORA_DOWN_R AURORA_DOWN_G AURORA_DOWN_B AURORA_DOWN_I GLINT_BRIGHTNESS REFLECTION_RAIN_COVERAGE FOG2_RAIN_DISTANCE_M FOG2_RAIN_OPACITY_M FOG2_RAIN_BRIGHTNESS_M FOG2_RAIN_ALTITUDE_M FOG2_END_BRIGHTNESS FOG2_BRIGHTNESS PROMO_OUTLINE_STRENGTH PROMO_OUTLINE_THICKNESS HAND_SWAY NETHER_BLOOM_STRENGTH SCATTERING_FOLIAGE SCATTERING_LEAVES UNDERWATER_R UNDERWATER_G UNDERWATER_B LAVA_INTENSITY FIRE_INTENSITY NORMAL_MULTIPLIER LIGHT_SHAFT_NOON_MULTIPLIER LIGHT_SHAFT_NIGHT_MULTIPLIER LIGHT_SHAFT_DAY_RAIN_MULTIPLIER LIGHT_SHAFT_NIGHT_RAIN_MULTIPLIER LIGHT_SHAFT_UNDERWATER_MULTIPLIER SUN_GLARE_STRENGTH UNDERWATER_DISTORT OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE FOG2_END_DISTANCE_M FOG2_END_OPACITY FOG2_END_ALTITUDE FOG2_OPACITY FOG2_ALTITUDE BLOCKLIGHT_FLICKER_STRENGTH WATER_V UNDERWATER_I EMISSIVE_MULTIPLIER VIGNETTE_STRENGTH NETHER_BLUR_STRENGTH SELECTION_R SELECTION_G SELECTION_B SELECTION_I MIN_LIGHT AO_QUALITY AO_STRENGTH_NEW LIGHT_SHAFT_STRENGTH PARALLAX_DEPTH SELF_SHADOW_ANGLE PARALLAX_QUALITY PARALLAX_DISTANCE DIRECTIONAL_LIGHTMAP_STRENGTH DOF_STRENGTH MOTION_BLUR_STRENGTH BLOOM_STRENGTH LENS_FLARE_STRENGTH SHARPEN TONEMAP_EXPOSURE TONEMAP_WHITE_CURVE TONEMAP_LOWER_CURVE TONEMAP_UPPER_CURVE SATURATION VIBRANCE CG_RR CG_RG CG_RB CG_RI CG_RM CG_RC CG_GR CG_GG CG_GB CG_GI CG_GM CG_GC CG_BR CG_BG CG_BB CG_BI CG_BM CG_BC CG_TR CG_TG CG_TB CG_TI CG_TM shadowMapResolution shadowDistance sunPathRotation LIGHT_MR LIGHT_MG LIGHT_MB LIGHT_MI LIGHT_DR LIGHT_DG LIGHT_DB LIGHT_DI LIGHT_ER LIGHT_EG LIGHT_EB LIGHT_EI LIGHT_NR LIGHT_NG LIGHT_NB LIGHT_NI AMBIENT_MR AMBIENT_MG AMBIENT_MB AMBIENT_MI AMBIENT_DR AMBIENT_DG AMBIENT_DB AMBIENT_DI AMBIENT_ER AMBIENT_EG AMBIENT_EB AMBIENT_EI AMBIENT_NR AMBIENT_NG AMBIENT_NB AMBIENT_NI BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B BLOCKLIGHT_I WATER_R WATER_G WATER_B WATER_I WATER_OPACITY WATER_FOG WEATHER_RR WEATHER_RG WEATHER_RB WEATHER_RI NETHER_R NETHER_G NETHER_B NETHER_I END_R END_G END_B END_I CLOUD_THICKNESS CLOUD_AMOUNT CLOUD_HEIGHT CLOUD_OPACITY CLOUD_SPEED CLOUD_BRIGHTNESS SKYBOX_BRIGHTNESS WATER_BUMP WATER_SHARPNESS WATER_SIZE WATER_SPEED FOG1_DISTANCE_M FOG2_DISTANCE_M ANIMATION_SPEED #Force Video Settings clouds=fancy oldHandLight=false oldLighting=false separateAo=true underwaterOverlay=false vignette=false #Disable Frustrum Culling for World Curvature. Remove # from the line below #frustum.culling=false #Program Toggle program.shadow.enabled=SHADOWS program.composite1.enabled=LIGHT_SHAFTS program.composite2.enabled=MOTION_BLUR program.composite3.enabled=DOF_IS_ON program.gbuffers_entities_glowing.enabled=GLOWING_ENTITY_FIX #Alpha Stuff alphaTest.gbuffers_weather=GREATER 0.0001 alphaTest.gbuffers_textured=GREATER 0.0001 alphaTest.gbuffers_skytextured=GREATER 0.0 alphaTest.gbuffers_clouds=GREATER 0.01 alphaTest.gbuffers_water=GREATER 0.0001 alphaTest.gbuffers_beaconbeam=GREATER 0.0001 alphaTest.gbuffers_damagedblock=GREATER 0.004 alphaTest.gbuffers_spidereyes=GREATER 0.0001 #Misc beacon.beam.depth=true #ifndef ENTITY_SHADOWS shadowEntities = false shadowPlayer = true #endif #ifndef BLOCK_ENTITY_SHADOWS shadowBlockEntities = false #endif #Custom Texture texture.composite.depthtex2=tex/overlay.png texture.gbuffers.gaux4=tex/galaxy.png #Custom Uniforms uniform.float.framemod8 = frameCounter % 8 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.rainStrength=clamp(rainStrength, 0.0, 1.0) uniform.float.rainStrengthS=clamp(smooth(1, rainStrength, 15, 15), 0.0, 1.0) uniform.float.isDry=smooth(101, if(in(biome_precipitation, 0), 1, 0), 20, 10) uniform.float.isRainy=smooth(102, if(in(biome_precipitation, 1), 1, 0), 20, 10) uniform.float.isSnowy=smooth(103, if(in(biome_precipitation, 2), 1, 0), 20, 10) variable.float.blindFactorSqrt=clamp(blindness * 2.0 - 1.0, 0.0, 1.0) uniform.float.blindFactor=blindFactorSqrt * blindFactorSqrt variable.float.difX=cameraPosition.x - previousCameraPosition.x variable.float.difY=cameraPosition.y - previousCameraPosition.y variable.float.difZ=cameraPosition.z - previousCameraPosition.z uniform.float.velocity=sqrt(difX*difX + difY*difY + difZ*difZ) 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)