downgrade to v1.53

-> fix dark nights, but removes DH compat too
This commit is contained in:
2025-11-18 09:30:15 +01:00
parent f2788f598f
commit 05f8dd803d
9 changed files with 91 additions and 537 deletions

View File

@@ -1,14 +1,4 @@
#version 120
/*
Sildur's Vibrant Shaders:
https://www.patreon.com/Sildur
https://sildurs-shaders.github.io/
https://twitter.com/SildurFX
Permissions:
You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours.
*/
#define final
#include "shaders.settings"
@@ -137,6 +127,7 @@ const float centerDepthHalflife = 2.0f;
#endif
#ifdef Cloudsblur
float comp = 1.0-near/far/far;
vec3 cblur(vec2 tc){
float pw = 1.0 / viewWidth;
float getdist = 1.0-(exp(-pow(ld(texture2D(depthtex1, tc).r)/256.0*far,4.0)*4.0));
@@ -247,10 +238,12 @@ float rainlens = 0.0;
vec2 newTC = clamp(texcoord + fake_refract * 0.01 * (rainlens+isEyeInWater*0.2),1.0/vec2(viewWidth,viewHeight),1.0-1.0/vec2(viewWidth,viewHeight));
vec3 color = texture2D(gaux4, newTC.xy).rgb*50.0;
#ifndef DISTANT_HORIZONS
#ifdef Cloudsblur
if(depth1 >= 1.0)color.rgb = cblur(newTC.xy);
#endif
#ifdef Cloudsblur
#if defined MC_GL_VENDOR_ATI || defined MC_OS_LINUX
color.rgb = cblur(newTC.xy); //checking only for sky causes weird outlines on amd cards and linux drivers
#else
if(depth1 > comp)color.rgb = cblur(newTC.xy);
#endif
#endif
#ifdef Depth_of_Field