Change graphics configs from doubles to floats

This commit is contained in:
James Seibel
2026-02-05 21:57:17 -06:00
parent 9e68d11608
commit 062f11df21
15 changed files with 95 additions and 95 deletions
@@ -44,7 +44,7 @@ public interface IDhApiFarFogConfig extends IDhApiConfigGroup
* 0.0 = fog starts at the camera <br>
* 1.0 = fog starts at the edge of the fake chunk render distance <br>
*/
IDhApiConfigValue<Double> farFogStartDistance();
IDhApiConfigValue<Float> farFogStartDistance();
/**
* Defines where the fog ends as a percent of the radius
@@ -54,18 +54,18 @@ public interface IDhApiFarFogConfig extends IDhApiConfigGroup
* 0.0 = fog ends at the camera <br>
* 1.0 = fog ends at the edge of the fake chunk render distance <br>
*/
IDhApiConfigValue<Double> farFogEndDistance();
IDhApiConfigValue<Float> farFogEndDistance();
/** Defines how opaque the fog is at its thinnest point. */
IDhApiConfigValue<Double> farFogMinThickness();
IDhApiConfigValue<Float> farFogMinThickness();
/** Defines how opaque the fog is at its thickest point. */
IDhApiConfigValue<Double> farFogMaxThickness();
IDhApiConfigValue<Float> farFogMaxThickness();
/** Defines how the fog changes in thickness. */
IDhApiConfigValue<EDhApiFogFalloff> farFogFalloff();
/** Defines the fog density. */
IDhApiConfigValue<Double> farFogDensity();
IDhApiConfigValue<Float> farFogDensity();
}
@@ -124,19 +124,19 @@ public interface IDhApiGraphicsConfig extends IDhApiConfigGroup
*
* @since API 2.0.0
*/
IDhApiConfigValue<Double> overdrawPreventionRadius();
IDhApiConfigValue<Float> overdrawPreventionRadius();
/**
* Modifies how bright fake chunks are. <br>
* This is done when generating the vertex data and is applied before any shaders.
*/
IDhApiConfigValue<Double> brightnessMultiplier();
IDhApiConfigValue<Float> brightnessMultiplier();
/**
* Modifies how saturated fake chunks are. <br>
* This is done when generating the vertex data and is applied before any shaders.
*/
IDhApiConfigValue<Double> saturationMultiplier();
IDhApiConfigValue<Float> saturationMultiplier();
/** Defines if Distant Horizons should attempt to cull fake chunk cave geometry. */
IDhApiConfigValue<Boolean> caveCullingEnabled();
@@ -52,24 +52,24 @@ public interface IDhApiHeightFogConfig extends IDhApiConfigGroup
* Defines the height fog's base height if {@link IDhApiHeightFogConfig#heightFogDirection()}
* is set to use a specific height.
*/
IDhApiConfigValue<Double> heightFogBaseHeight();
IDhApiConfigValue<Float> heightFogBaseHeight();
/** Defines the height fog's starting height as a percent of the world height. */
IDhApiConfigValue<Double> heightFogStartingHeightPercent();
IDhApiConfigValue<Float> heightFogStartingHeightPercent();
/** Defines the height fog's ending height as a percent of the world height. */
IDhApiConfigValue<Double> heightFogEndingHeightPercent();
IDhApiConfigValue<Float> heightFogEndingHeightPercent();
/** Defines how opaque the height fog is at its thinnest point. */
IDhApiConfigValue<Double> heightFogMinThickness();
IDhApiConfigValue<Float> heightFogMinThickness();
/** Defines how opaque the height fog is at its thickest point. */
IDhApiConfigValue<Double> heightFogMaxThickness();
IDhApiConfigValue<Float> heightFogMaxThickness();
/** Defines how the height fog changes in thickness. */
IDhApiConfigValue<EDhApiFogFalloff> heightFogFalloff();
/** Defines the height fog's density. */
IDhApiConfigValue<Double> heightFogDensity();
IDhApiConfigValue<Float> heightFogDensity();
}
@@ -37,8 +37,8 @@ public interface IDhApiNoiseTextureConfig extends IDhApiConfigGroup
/** Defines how many steps of noise should be applied. */
IDhApiConfigValue<Integer> noiseSteps();
/** Defines how intense the noise will be. */
IDhApiConfigValue<Double> noiseIntensity();
/** Defines how intense the noise will be, between 0.0 and 1.0. */
IDhApiConfigValue<Float> noiseIntensity();
/**
* Defines how far should the noise texture render before it fades away. (in blocks) <br>
@@ -34,27 +34,27 @@ public class DhApiFarFogConfig implements IDhApiFarFogConfig
@Override
public IDhApiConfigValue<Double> farFogStartDistance()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.farFogStart); }
public IDhApiConfigValue<Float> farFogStartDistance()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.farFogStart); }
@Override
public IDhApiConfigValue<Double> farFogEndDistance()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.farFogEnd); }
public IDhApiConfigValue<Float> farFogEndDistance()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.farFogEnd); }
@Override
public IDhApiConfigValue<Double> farFogMinThickness()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.farFogMin); }
public IDhApiConfigValue<Float> farFogMinThickness()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.farFogMin); }
@Override
public IDhApiConfigValue<Double> farFogMaxThickness()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.farFogMax); }
public IDhApiConfigValue<Float> farFogMaxThickness()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.farFogMax); }
@Override
public IDhApiConfigValue<EDhApiFogFalloff> farFogFalloff()
{ return new DhApiConfigValue<EDhApiFogFalloff, EDhApiFogFalloff>(Config.Client.Advanced.Graphics.Fog.farFogFalloff); }
@Override
public IDhApiConfigValue<Double> farFogDensity()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.farFogDensity); }
public IDhApiConfigValue<Float> farFogDensity()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.farFogDensity); }
}
@@ -108,16 +108,16 @@ public class DhApiGraphicsConfig implements IDhApiGraphicsConfig
//===========================//
@Override
public IDhApiConfigValue<Double> overdrawPreventionRadius()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Culling.overdrawPrevention); }
public IDhApiConfigValue<Float> overdrawPreventionRadius()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Culling.overdrawPrevention); }
@Override
public IDhApiConfigValue<Double> brightnessMultiplier()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Quality.brightnessMultiplier); }
public IDhApiConfigValue<Float> brightnessMultiplier()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Quality.brightnessMultiplier); }
@Override
public IDhApiConfigValue<Double> saturationMultiplier()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Quality.saturationMultiplier); }
public IDhApiConfigValue<Float> saturationMultiplier()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Quality.saturationMultiplier); }
@Override
public IDhApiConfigValue<Boolean> caveCullingEnabled()
@@ -44,31 +44,31 @@ public class DhApiHeightFogConfig implements IDhApiHeightFogConfig
{ return new DhApiConfigValue<EDhApiHeightFogDirection, EDhApiHeightFogDirection>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDirection); }
@Override
public IDhApiConfigValue<Double> heightFogBaseHeight()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogBaseHeight); }
public IDhApiConfigValue<Float> heightFogBaseHeight()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogBaseHeight); }
@Override
public IDhApiConfigValue<Double> heightFogStartingHeightPercent()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogStart); }
public IDhApiConfigValue<Float> heightFogStartingHeightPercent()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogStart); }
@Override
public IDhApiConfigValue<Double> heightFogEndingHeightPercent()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogEnd); }
public IDhApiConfigValue<Float> heightFogEndingHeightPercent()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogEnd); }
@Override
public IDhApiConfigValue<Double> heightFogMinThickness()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMin); }
public IDhApiConfigValue<Float> heightFogMinThickness()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMin); }
@Override
public IDhApiConfigValue<Double> heightFogMaxThickness()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMax); }
public IDhApiConfigValue<Float> heightFogMaxThickness()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMax); }
@Override
public IDhApiConfigValue<EDhApiFogFalloff> heightFogFalloff()
{ return new DhApiConfigValue<EDhApiFogFalloff, EDhApiFogFalloff>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogFalloff); }
@Override
public IDhApiConfigValue<Double> heightFogDensity()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDensity); }
public IDhApiConfigValue<Float> heightFogDensity()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDensity); }
}
@@ -41,8 +41,8 @@ public class DhApiNoiseTextureConfig implements IDhApiNoiseTextureConfig
{ return new DhApiConfigValue<Integer, Integer>(Config.Client.Advanced.Graphics.NoiseTexture.noiseSteps); }
@Override
public IDhApiConfigValue<Double> noiseIntensity()
{ return new DhApiConfigValue<Double, Double>(Config.Client.Advanced.Graphics.NoiseTexture.noiseIntensity); }
public IDhApiConfigValue<Float> noiseIntensity()
{ return new DhApiConfigValue<Float, Float>(Config.Client.Advanced.Graphics.NoiseTexture.noiseIntensity); }
@Override
public IDhApiConfigValue<Integer> noiseDropoff()
@@ -323,8 +323,8 @@ public class Config
+ "")
.build();
public static ConfigEntry<Double> brightnessMultiplier = new ConfigEntry.Builder<Double>() // TODO: Make this a float (the ClassicConfigGUI doesnt support floats)
.set(1.0)
public static ConfigEntry<Float> brightnessMultiplier = new ConfigEntry.Builder<Float>()
.set(1.0f)
.comment(""
+ "How bright LOD colors are. \n"
+ "\n"
@@ -334,8 +334,8 @@ public class Config
.addListener(ReloadLodsConfigEventHandler.DELAYED_INSTANCE)
.build();
public static ConfigEntry<Double> saturationMultiplier = new ConfigEntry.Builder<Double>() // TODO: Make this a float (the ClassicConfigGUI doesnt support floats)
.set(1.0)
public static ConfigEntry<Float> saturationMultiplier = new ConfigEntry.Builder<Float>()
.set(1.0f)
.comment(""
+ "How saturated LOD colors are. \n"
+ "\n"
@@ -490,8 +490,8 @@ public class Config
public static class Fog
{
private static final Double FOG_RANGE_MIN = 0.0;
private static final Double FOG_RANGE_MAX = Math.sqrt(2.0);
private static final Float FOG_RANGE_MIN = 0.0f;
private static final Float FOG_RANGE_MAX = (float)Math.sqrt(2.0);
@@ -523,8 +523,8 @@ public class Config
public static ConfigEntry<Double> farFogStart = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.4, FOG_RANGE_MAX)
public static ConfigEntry<Float> farFogStart = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.4f, FOG_RANGE_MAX)
.comment(""
+ "At what distance should the far fog start? \n"
+ "\n"
@@ -533,8 +533,8 @@ public class Config
+ "1.414: Fog starts at the corner of the vanilla render distance.")
.build();
public static ConfigEntry<Double> farFogEnd = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0, FOG_RANGE_MAX)
public static ConfigEntry<Float> farFogEnd = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0f, FOG_RANGE_MAX)
.comment(""
+ "Where should the far fog end? \n"
+ "\n"
@@ -543,8 +543,8 @@ public class Config
+ "1.414: Fog ends at the corner of the vanilla render distance.")
.build();
public static ConfigEntry<Double> farFogMin = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(-5.0, 0.0, FOG_RANGE_MAX)
public static ConfigEntry<Float> farFogMin = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(-5.0f, 0.0f, FOG_RANGE_MAX)
.comment(""
+ "What is the minimum fog thickness? \n"
+ "\n"
@@ -552,8 +552,8 @@ public class Config
+ "1.0: Fully opaque fog.")
.build();
public static ConfigEntry<Double> farFogMax = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0, 5.0)
public static ConfigEntry<Float> farFogMax = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0f, 5.0f)
.comment(""
+ "What is the maximum fog thickness? \n"
+ "\n"
@@ -571,8 +571,8 @@ public class Config
+ EDhApiFogFalloff.EXPONENTIAL_SQUARED + ": 1/(e^((distance*density)^2)")
.build();
public static ConfigEntry<Double> farFogDensity = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(0.01, 2.5, 50.0)
public static ConfigEntry<Float> farFogDensity = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(0.01f, 2.5f, 50.0f)
.comment(""
+ "Used in conjunction with the Fog Falloff.")
.build();
@@ -618,13 +618,13 @@ public class Config
+ EDhApiHeightFogDirection.ABOVE_AND_BELOW_SET_HEIGHT + ": Height fog starts from a set height and goes towards both the sky and void")
.build();
public static ConfigEntry<Double> heightFogBaseHeight = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(-4096.0, 80.0, 4096.0)
public static ConfigEntry<Float> heightFogBaseHeight = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(-4096.0f, 80.0f, 4096.0f)
.comment("If the height fog is calculated around a set height, what is that height position?")
.build();
public static ConfigEntry<Double> heightFogStart = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.0, FOG_RANGE_MAX)
public static ConfigEntry<Float> heightFogStart = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.0f, FOG_RANGE_MAX)
.comment(""
+ "Should the start of the height fog be offset? \n"
+ "\n"
@@ -632,8 +632,8 @@ public class Config
+ "1.0: Fog start with offset of the entire world's height. (Includes depth)")
.build();
public static ConfigEntry<Double> heightFogEnd = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.6, FOG_RANGE_MAX)
public static ConfigEntry<Float> heightFogEnd = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 0.6f, FOG_RANGE_MAX)
.comment(""
+ "Should the end of the height fog be offset? \n"
+ "\n"
@@ -641,8 +641,8 @@ public class Config
+ "1.0: Fog end with offset of the entire world's height. (Include depth)")
.build();
public static ConfigEntry<Double> heightFogMin = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(0.0, 0.0, FOG_RANGE_MAX)
public static ConfigEntry<Float> heightFogMin = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(0.0f, 0.0f, FOG_RANGE_MAX)
.comment(""
+ "What is the minimum fog thickness? \n"
+ "\n"
@@ -650,8 +650,8 @@ public class Config
+ "1.0: Fully opaque fog.")
.build();
public static ConfigEntry<Double> heightFogMax = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0, 5.0)
public static ConfigEntry<Float> heightFogMax = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(FOG_RANGE_MIN, 1.0f, 5.0f)
.comment(""
+ "What is the maximum fog thickness? \n"
+ "\n"
@@ -669,8 +669,8 @@ public class Config
+ EDhApiFogFalloff.EXPONENTIAL_SQUARED + ": 1/(e^((height*density)^2)")
.build();
public static ConfigEntry<Double> heightFogDensity = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(0.01, 20.0, 50.0)
public static ConfigEntry<Float> heightFogDensity = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(0.01f, 20.0f, 50.0f)
.comment("What is the height fog's density?")
.build();
@@ -698,8 +698,8 @@ public class Config
+ "")
.build();
public static ConfigEntry<Double> noiseIntensity = new ConfigEntry.Builder<Double>() // TODO: Make this a float (the ClassicConfigGUI doesn't support floats)
.setMinDefaultMax(0d, 5d, 100d) // TODO: Once this becomes a float make it 0-1 instead of 0-100 (I did this cus doubles only allow 2 decimal places)
public static ConfigEntry<Float> noiseIntensity = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(0f, 0.05f, 1f)
.comment(""
+ "How intense should the noise should be?")
.build();
@@ -718,8 +718,8 @@ public class Config
{
public static ConfigUIComment cullingHeader = new ConfigUIComment.Builder().setParentConfigClass(Culling.class).build();
public static ConfigEntry<Double> overdrawPrevention = new ConfigEntry.Builder<Double>()
.setMinDefaultMax(-1.0, -1.0, 1.0)
public static ConfigEntry<Float> overdrawPrevention = new ConfigEntry.Builder<Float>()
.setMinDefaultMax(-1.0f, -1.0f, 1.0f)
.comment(""
+ "Determines how far from the camera Distant Horizons will start rendering. \n"
+ "Measured as a percentage of the vanilla render distance.\n"
@@ -318,8 +318,8 @@ public class ColumnRenderBufferBuilder
{
case OFF:
{
float saturationMultiplier = Config.Client.Advanced.Graphics.Quality.saturationMultiplier.get().floatValue();
float brightnessMultiplier = Config.Client.Advanced.Graphics.Quality.brightnessMultiplier.get().floatValue();
float saturationMultiplier = Config.Client.Advanced.Graphics.Quality.saturationMultiplier.get();
float brightnessMultiplier = Config.Client.Advanced.Graphics.Quality.brightnessMultiplier.get();
if (saturationMultiplier == 1.0 && brightnessMultiplier == 1.0)
{
color = RenderDataPointUtil.getColor(renderData);
@@ -196,7 +196,7 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
// Noise Uniforms
this.setUniform(this.uNoiseEnabled, Config.Client.Advanced.Graphics.NoiseTexture.enableNoiseTexture.get());
this.setUniform(this.uNoiseSteps, Config.Client.Advanced.Graphics.NoiseTexture.noiseSteps.get());
this.setUniform(this.uNoiseIntensity, Config.Client.Advanced.Graphics.NoiseTexture.noiseIntensity.get().floatValue());
this.setUniform(this.uNoiseIntensity, Config.Client.Advanced.Graphics.NoiseTexture.noiseIntensity.get());
this.setUniform(this.uNoiseDropoff, Config.Client.Advanced.Graphics.NoiseTexture.noiseDropoff.get());
// Debug
@@ -175,11 +175,11 @@ public class FogShader extends AbstractShaderRenderer
// fog config
float farFogStart = Config.Client.Advanced.Graphics.Fog.farFogStart.get().floatValue();
float farFogEnd = Config.Client.Advanced.Graphics.Fog.farFogEnd.get().floatValue();
float farFogMin = Config.Client.Advanced.Graphics.Fog.farFogMin.get().floatValue();
float farFogMax = Config.Client.Advanced.Graphics.Fog.farFogMax.get().floatValue();
float farFogDensity = Config.Client.Advanced.Graphics.Fog.farFogDensity.get().floatValue();
float farFogStart = Config.Client.Advanced.Graphics.Fog.farFogStart.get();
float farFogEnd = Config.Client.Advanced.Graphics.Fog.farFogEnd.get();
float farFogMin = Config.Client.Advanced.Graphics.Fog.farFogMin.get();
float farFogMax = Config.Client.Advanced.Graphics.Fog.farFogMax.get();
float farFogDensity = Config.Client.Advanced.Graphics.Fog.farFogDensity.get();
// override fog if underwater
if (MC_RENDER.isFogStateSpecial())
@@ -202,11 +202,11 @@ public class FogShader extends AbstractShaderRenderer
boolean useSphericalFog = heightFogMixingMode == EDhApiHeightFogMixMode.SPHERICAL;
EDhApiHeightFogDirection heightFogCameraDirection = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDirection.get();
float heightFogStart = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogStart.get().floatValue();
float heightFogEnd = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogEnd.get().floatValue();
float heightFogMin = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMin.get().floatValue();
float heightFogMax = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMax.get().floatValue();
float heightFogDensity = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDensity.get().floatValue();
float heightFogStart = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogStart.get();
float heightFogEnd = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogEnd.get();
float heightFogMin = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMin.get();
float heightFogMax = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogMax.get();
float heightFogDensity = Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogDensity.get();
this.shader.setUniform(this.uHeightFogStart, heightFogStart);
this.shader.setUniform(this.uHeightFogLength, heightFogEnd - heightFogStart);
@@ -217,7 +217,7 @@ public class FogShader extends AbstractShaderRenderer
this.shader.setUniform(this.uHeightFogEnabled, heightFogEnabled);
this.shader.setUniform(this.uHeightFogFalloffType, Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogFalloff.get().value);
this.shader.setUniform(this.uHeightFogBaseHeight, Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogBaseHeight.get().floatValue());
this.shader.setUniform(this.uHeightFogBaseHeight, Config.Client.Advanced.Graphics.Fog.HeightFog.heightFogBaseHeight.get());
this.shader.setUniform(this.uHeightBasedOnCamera, heightFogCameraDirection.basedOnCamera);
this.shader.setUniform(this.uHeightFogAppliesUp, heightFogCameraDirection.fogAppliesUp);
this.shader.setUniform(this.uHeightFogAppliesDown, heightFogCameraDirection.fogAppliesDown);
@@ -106,7 +106,7 @@ public class RenderUtil
public static float getNearClipPlaneInBlocks()
{
float overdraw = Config.Client.Advanced.Graphics.Culling.overdrawPrevention.get().floatValue();
float overdraw = Config.Client.Advanced.Graphics.Culling.overdrawPrevention.get();
if (overdraw < 0)
{
// automatic mode,
@@ -39,7 +39,7 @@ void applyNoise(inout vec4 fragColor, const in float viewDist)
// This bit of code is required to fix the vertex position problem cus of floats in the verted world position varuable
vec3 fixedVPos = vPos.xyz + vertexNormal * 0.001;
float noiseAmplification = uNoiseIntensity * 0.01;
float noiseAmplification = uNoiseIntensity;
float lum = (fragColor.r + fragColor.g + fragColor.b) / 3.0;
noiseAmplification = (1.0 - pow(lum * 2.0 - 1.0, 2.0)) * noiseAmplification; // Lessen the effect on depending on how dark the object is, equasion for this is -(2x-1)^{2}+1
noiseAmplification *= fragColor.a; // The effect would lessen on transparent objects
@@ -43,7 +43,7 @@ void main() {
vec3 fixedVPos = vPos.xyz - vertexNormal * 0.001;
float noiseAmplification = uNoiseIntensity / 100;
float noiseAmplification = uNoiseIntensity;
noiseAmplification = (-1 * pow(2*((vertexColor.x + vertexColor.y + vertexColor.z) / 3) - 1, 2) + 1) * noiseAmplification; // Lessen the effect on depending on how dark the object is, equasion for this is -(2x-1)^{2}+1
noiseAmplification *= vertexColor.w; // The effect would lessen on transparent objects