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448e2febff |
@@ -1,5 +1,12 @@
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# Sanctuary
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## beta.150 — Terre mate et reflets du coucher de soleil (pack local)
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Terre mate avec relief conservé. Le soleil et son reflet se colorent ensemble
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en suivant la couleur et la transition du coucher de soleil natif de Minecraft.
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Les accents lumineux suivent les normales animées des vaguelettes et leur
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orientation vers le soleil et la caméra. [Contrat et vérifications](docs/matte-dirt-beta150.md).
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## beta.149 — Distances PBR / SSR et feuillage (pack local)
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Deux distances séparées, 64 blocs par défaut chacune, jusqu’à 256 blocs.
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@@ -2354,7 +2361,7 @@ Depuis beta.090, la cible est **Minecraft 26.3 finale**, publiée le 15 septembr
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| Fabric API | 0.160.5+26.3 |
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| Fabric Loom | 1.17.20 |
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| Gradle Wrapper | 9.5.1, distribution vérifiée par SHA-256 |
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| Sanctuary / pack | beta.149 |
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| Sanctuary / pack | beta.150 |
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Java 25 et Python 3.11 ou plus récent sont nécessaires. Le script pack utilise
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uniquement la bibliothèque standard et repère aussi une installation Python
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@@ -2383,7 +2390,7 @@ décrits dans [Validation](docs/testing.md).
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Résultats :
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- `mods/sanctuary/build/libs/sanctuary-beta.149.jar` : mod à installer avec
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- `mods/sanctuary/build/libs/sanctuary-beta.150.jar` : mod à installer avec
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Fabric API sur la version Minecraft indiquée.
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- `build/packwiz/` : pack de développement complet, avec le mod construit et
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l'index vérifié. Voir [Installation packwiz](packwiz/README.md).
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@@ -0,0 +1,96 @@
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# RENDER-150 — Terre mate et reflets solaires colorés
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Branche `codex/matte-dirt-beta150`, socle beta.149 `1c23d0c`.
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La terre sèche utilise un profil entièrement mat (rugosité 0,98, métal 0),
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comme le feuillage corrigé en beta.149. Cela enlève l’éclat blanc/gris diffus
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sans supprimer les normales ni le contraste de relief. Le SSR de ces matières
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est également atténué par leur rugosité, sans changer son réglage global.
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Blocs concernés : dirt, coarse_dirt, rooted_dirt, grass_block, dirt_path,
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farmland, podzol et mycelium. Les faces terreuses suivent ainsi le même profil.
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Les autres profils de matière sont inchangés.
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Le disque du soleil et son reflet utilisent la même couleur native
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`SkyRenderState.sunriseAndSunsetColor`, issue de l’attribut environnemental
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Minecraft `SUNRISE_SUNSET_COLOR`. Son alpha pilote la transition depuis le
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blanc : aucune palette horaire ou altitude artificielle. Le soleil reste
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neutre tant que le dégradé natif est absent et se colore avec le ciel.
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La teinte solaire est convertie en lumière linéaire pour le PBR. Le mixin
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modifie seulement la couleur du disque solaire, préserve l’alpha de pluie,
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la texture native et la lune, et respecte la désactivation globale de Vanilla Light.
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La fusion diffuse de l’eau et sa normale animée d’origine sont conservées.
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Les accents suivent les pentes des vaguelettes qui réfléchissent le soleil
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vers la caméra. Leur pulsation vient des normales animées de la texture,
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sans oscillateur indépendant ni inversion artificielle du relief.
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Une faible variation stable par texel évite des crêtes toutes identiques ;
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elle module seulement l’intensité, sans produire des points isolés aléatoires.
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Les détails s’atténuent lorsqu’ils deviennent plus petits qu’un pixel écran.
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Les accents restent limités au reflet solaire et conservent sa couleur.
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Les lampes et la lune gardent leurs
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couleurs propres.
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PBR 50 %, SSR 20 % et deux portées indépendantes de 64 blocs par défaut conservés.
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Minecraft 26.3, Java 25 et dépendances inchangés ; aucune sauvegarde modifiée.
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## Vérifications
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Tests des profils de terre et scènes GPU comparant PBR OFF/ON sur terre et
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feuillage : conservation de la couleur native et présence du relief.
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- Suites PBR finales Vulkan/OpenGL réussies, dont profils des huit types de
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sol, proximité, intensités, préférences et feuillage.
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Journaux : `build/beta150-pbr-vulkan-final.log` et
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`build/beta150-pbr-opengl-final.log`.
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- Terre : 180 469 pixels contrôlés, saturation relative 0,99877 sur les deux
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moteurs ; relief visible sur 145 415 pixels. Captures conservées dans
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`build/evidence/beta150-pbr-vulkan-final/` et
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`build/evidence/beta150-pbr-opengl-final/`.
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Les tests comparent la contribution PBR au rendu natif et capturent aussi
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le disque du soleil, avant puis pendant la transition native du ciel.
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Le contrôle serveur `./gradlew check build`, exécuté dans une copie isolée
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`build/server-validation` avant les derniers ajouts exclusivement client,
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compte 229 réussites et 23 échecs sur 252 tests. Les 23 identifiants d’échec
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sont identiques à beta.149 ; aucun nouvel identifiant. Le contrôle global
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n’est donc pas vert. Journaux : `build/beta150-check-build-isolated.log` et
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`build/beta150-server-failures.json`.
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Les scènes solaires comparent le rendu PBR au natif, avant et pendant le
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coucher de soleil. À 2 000 ticks, la teinte native est blanche ; à 11 500 ticks
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sa transition commence légèrement (alpha 0,051) ; à 12 400 ticks l’alpha
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natif atteint 0,831 et le disque devient chaud (centre RGB 255/255/135).
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Les deux moteurs ont validé cette synchronisation native.
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Un lancement sans sélection PBR a également rencontré l’assertion client
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Blocodex « The full snapshot must become visible together », avant les scènes
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GPU (`build/beta150-water-motion-vulkan.log`). Il ne constitue pas une
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validation de la suite client générale.
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La suite finale Vulkan des éclats liés aux vaguelettes passe
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(`build/beta150-wave-glints-vulkan.log`) : animation native, masquage F5,
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distances indépendantes, reflets solaires et lunaires, matériaux transparents,
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rechargement des ressources et redimensionnement. Dans la scène solaire,
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150 563 pixels sont éclaircis, sans pixel blanc saturé.
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La suite OpenGL finale passe également
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(`build/beta150-wave-glints-opengl.log`) : 148 180 pixels éclaircis, aucun
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pixel blanc saturé. Les captures finales sont conservées dans
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`build/evidence/beta150-wave-glints-vulkan/` et
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`build/evidence/beta150-wave-glints-opengl/`.
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Le ressenti des vaguelettes en mouvement reste à confirmer par le créateur
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sur sa configuration ; les tests ne constituent pas une validation esthétique.
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## Pack local
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Construction et assemblage réussis avec
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`./gradlew build assemblePack -x :sanctuary:check`, après le contrôle complet
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ci-dessus. L’exclusion ne transforme pas ses échecs connus en réussite.
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Export packwiz puis vérification ZIP, version Fabric, Minecraft 26.3,
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Loader 0.19.5, JAR unique identique au construit, shader final et mixin solaire.
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- Pack : `/Users/koka/Documents/sanctuary/sanctuary-beta/build/Sanctuary-beta.150.mrpack`
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- Taille : 10522942 octets.
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- SHA-256 pack : `65a4a44948dcdcf0325b5e24c076a03f8832184f25f5c1ff16f69bd3ee641b93`.
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- SHA-256 JAR : `4962e6f8cafd6ef3e81e088bf9b0092a264441632cfa095d4fe7394b855f093d`.
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- Reçu : `build/beta150-artifacts.json`, également copié à côté du pack.
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Aucun canal publié, aucune instance Prism ni sauvegarde personnelle modifiée.
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+2
-2
@@ -9,8 +9,8 @@ loom_version=1.17.20
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fabric_api_version=0.160.5+26.3
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# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
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mod_version=beta.149
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pack_version=beta.149
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mod_version=beta.150
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pack_version=beta.150
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resource_pack_version=beta.121
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maven_group=fr.koka.sanctuary
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jei_version=30.32.0-sanctuary.3
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+12
-9
@@ -50,28 +50,29 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
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c.runOnClient(m->m.getWindow().setWindowed(oldWidth,oldHeight));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==on.width(),200);frames(c);
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c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setEdgeHighlights(true);});
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c.waitFor(m->PixelShadows.applied()&&PixelShadows.ready()&&ScreenSpaceGI.applied()&&Bloom.applied()&&EdgeHighlights.applied()&&ProceduralPbr.applied(),1200);frames(c);capture(c,"pbr-combined");
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foliage(c,server);
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matteGround(c,server,Blocks.OAK_LEAVES,"leaves",true);
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matteGround(c,server,Blocks.DIRT,"dirt",false);
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c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Global OFF releases PBR"));
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c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);});
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System.out.println("PBR134_PASS normals; profiles; texture cache; directional lighting; intensity; OFF/zero; tiny camera; reload; resize; combined; default="+delta+" high="+high+" directional="+directions);
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}
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private static void foliage(ClientGameTestContext c,TestServerContext server){
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private static void matteGround(ClientGameTestContext c,TestServerContext server,net.minecraft.world.level.block.Block block,String name,boolean leaves){
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c.runOnClient(m->{VanillaLight.setSsr(false);VanillaLight.setPbrIntensity(50);VanillaLight.setPixelShadows(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);});
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server.runOnServer(s->{command(s,"time set 1000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++)
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s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.OAK_LEAVES.defaultBlockState().setValue(net.minecraft.world.level.block.LeavesBlock.PERSISTENT,true));});
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server.runOnServer(s->{if(leaves)command(s,"time set 1000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++)
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s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),leaves?block.defaultBlockState().setValue(net.minecraft.world.level.block.LeavesBlock.PERSISTENT,true):block.defaultBlockState());});
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camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
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enable(c,false);var off=capture(c,"pbr149-leaves-off");enable(c,true);var on=capture(c,"pbr149-leaves-on");
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enable(c,false);var off=capture(c,"pbr150-"+name+"-off");enable(c,true);var on=capture(c,"pbr150-"+name+"-on");
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double nativeChroma=0,pbrChroma=0;int samples=0,relief=0;
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for(int y=off.height()/3;y<off.height()*9/10;y++)for(int x=off.width()/10;x<off.width()*9/10;x++){
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int i=y*off.width()+x,a=off.pixels()[i],b=on.pixels()[i],r=a>>16&255,g=a>>8&255,blue=a&255;
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if(g<30||g<r*1.1||g<blue*1.1)continue;
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if(leaves?(g<30||g<r*1.1||g<blue*1.1):(r<30||r<g*1.05||g<blue*1.1))continue;
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nativeChroma+=chroma(a);pbrChroma+=chroma(b);samples++;
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if(Math.abs((b>>16&255)-r)+Math.abs((b>>8&255)-g)+Math.abs((b&255)-blue)>6)relief++;
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}
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double retained=pbrChroma/nativeChroma;
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System.out.println("PBR149_LEAVES samples="+samples+" chromaRetained="+retained+" relief="+relief);
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check(samples>1000&&retained>.985,"Leaves preserve green colour without specular veil: "+retained);
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check(relief>100,"Leaf normal relief remains visible");
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System.out.println("PBR150_MATTE material="+name+" samples="+samples+" chromaRetained="+retained+" relief="+relief);
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check(samples>1000&&retained>.985,name+" preserves native colour without specular veil: "+retained);
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check(relief>100,name+" normal relief remains visible");
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}
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private static double chroma(int pixel){
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int r=pixel>>16&255,g=pixel>>8&255,b=pixel&255,max=Math.max(r,Math.max(g,b)),min=Math.min(r,Math.min(g,b));
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@@ -105,6 +106,8 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
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check(PbrMaterials.profile("water").metal()==0&&PbrMaterials.profile("glass").metal()==0,"Water and glass stay dielectric");
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int[] glass={0x00FFFFFF,0x00000000,0x00000000,0x00FFFFFF};
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for(int p:PbrMaterials.generate(glass,2,2,PbrMaterials.profile("glass")))check((p>>8&0xFFFF)==0x8080,"Transparent glass texels fall back to geometric normal");
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for(String soil:new String[]{"dirt","coarse_dirt","rooted_dirt","grass_block","dirt_path","farmland","podzol","mycelium"})
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check(PbrMaterials.profile(soil).roughness()>=.98f&&PbrMaterials.profile(soil).metal()==0,"Dry soil has a fully matte profile: "+soil);
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check(PbrMaterials.profile("oak_planks").roughness()>PbrMaterials.profile("polished_andesite").roughness(),"Wood remains rougher than polished stone");
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}
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private static void preferences(){try{
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+32
@@ -89,6 +89,37 @@ final class PixelReflectionsClientChecks {
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var sunLook=c.computeOnClient(m->{var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);return new float[]{(float)Math.toDegrees(Math.atan2(-sun.x,sun.z)),(float)Math.toDegrees(Math.asin(sun.y))};});
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look(c,server,sunLook[0],sunLook[1]);frames(c);capture(c,"ssr146-solar-path-low-sun");
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c.runOnClient(m->VanillaLight.setBloom(true));frames(c);capture(c,"ssr146-solar-path-low-sun-bloom");
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for(int time:new int[]{2000,11500,12400}){
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c.runOnClient(m->{VanillaLight.setBloom(false);VanillaLight.setSsr(false);});
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server.runOnServer(s->command(s,"time set "+time));c.waitTicks(15);
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var solarLook=c.computeOnClient(m->{var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);return new float[]{(float)Math.toDegrees(Math.atan2(-sun.x,sun.z)),(float)Math.toDegrees(Math.asin(sun.y))};});
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look(c,server,solarLook[0],solarLook[1]);pbrFrames(c);
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var warm=capture(c,"ssr150-solar-"+time);
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c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(8);var nativeWater=capture(c,"ssr150-solar-native-"+time);
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long red=0,green=0,blue=0;int samples=0;
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for(int y=warm.height()/3;y<warm.height()*9/10;y++)for(int x=warm.width()/3;x<warm.width()*2/3;x++){
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int i=y*warm.width()+x,a=nativeWater.pixels()[i],b=warm.pixels()[i];
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int dr=(b>>16&255)-(a>>16&255),dg=(b>>8&255)-(a>>8&255),db=(b&255)-(a&255);
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if(dr>3){red+=dr;green+=dg;blue+=db;samples++;}
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}
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System.out.println("PBR150_SOLAR_COLOUR time="+time+" pitch="+solarLook[1]+" samples="+samples+" red="+red+" green="+green+" blue="+blue);
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var tint=c.computeOnClient(m->SolarColour.tint(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState));
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float nativeFade=c.computeOnClient(m->m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunriseAndSunsetColor.w());
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System.out.println("PBR150_NATIVE_SUNSET time="+time+" fade="+nativeFade+" tint="+tint);
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check(samples>500,"Solar reflection remains visible: "+time);
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if(nativeFade>.1)check(red>green*1.1&&red>blue*1.1,"Reflection follows warm native horizon colour: "+time);
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if(nativeFade==0)check(tint.equals(new org.joml.Vector3f(1)),"No early tint before native sunset");
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c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setSsr(true);VanillaLight.setBloom(true);});frames(c);capture(c,"ssr150-solar-bloom-"+time);
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c.runOnClient(m->VanillaLight.setBloom(false));
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look(c,server,solarLook[0],-solarLook[1]);frames(c);var sunDisc=capture(c,"ssr150-sun-disc-"+time);
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long sr=0,sg=0,sb=0;int sunSamples=0;
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for(int y=sunDisc.height()/2-5;y<sunDisc.height()/2+5;y++)for(int x=sunDisc.width()/2-5;x<sunDisc.width()/2+5;x++){
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int pixel=sunDisc.pixels()[y*sunDisc.width()+x];sr+=pixel>>16&255;sg+=pixel>>8&255;sb+=pixel&255;sunSamples++;
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}
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System.out.println("PBR150_SUN_DISC time="+time+" red="+sr/sunSamples+" green="+sg/sunSamples+" blue="+sb/sunSamples);
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if(nativeFade>.1)check(sr>sb*1.05,"Sun disc follows native warm tint: "+time);
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look(c,server,solarLook[0],solarLook[1]);
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}
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c.runOnClient(m->{VanillaLight.setBloom(false);VanillaLight.setSsrIntensity(100);});
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server.runOnServer(s->command(s,"time set 6000"));c.waitTicks(10);
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camera(c,server,.5,68,0,70);look(c,server,0,12);settle(c);
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@@ -228,6 +259,7 @@ final class PixelReflectionsClientChecks {
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int i=y*a.width()+x,aa=a.pixels()[i],bb=b.pixels()[i];
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if(Math.abs((aa>>16&255)-(bb>>16&255))+Math.abs((aa>>8&255)-(bb>>8&255))+Math.abs((aa&255)-(bb&255))>8)n++;
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}return n;}
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private static void pbrFrames(ClientGameTestContext c){int start=c.computeOnClient(m->ProceduralPbr.renderedFrames());c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.renderedFrames()>start+8,1200);}
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private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->PixelReflections.frames());c.waitFor(m->PixelReflections.applied()&&ProceduralPbr.ready()&&PixelReflections.frames()>start+8,1200);}
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private static void settle(ClientGameTestContext c){c.waitTicks(45);c.waitFor(m->m.levelRenderer.hasRenderedAllSections()&&ProceduralPbr.ready(),1200);c.waitTicks(10);}
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}
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@@ -32,6 +32,8 @@ final class PbrMaterials implements AutoCloseable {
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if(name.equals("iron_block")||name.equals("gold_block")||name.equals("netherite_block")||name.contains("copper")&&!name.contains("ore")&&!name.contains("raw"))
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return new Profile(name.contains("oxidized")?.65f:.32f,name.contains("oxidized")?.35f:.85f);
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if(name.contains("polished")||name.contains("glazed")||name.equals("diamond_block")||name.equals("emerald_block")||name.equals("ruby_block")||name.equals("sapphire_block"))return new Profile(.42f,0);
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// Dry soil keeps its normal relief without a broad white specular coating.
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if(java.util.Set.of("dirt","coarse_dirt","rooted_dirt","grass_block","dirt_path","farmland","podzol","mycelium").contains(name))return new Profile(.98f,0);
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if(name.contains("wool")||name.contains("leaves"))return new Profile(.98f,0);
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if(name.contains("planks")||name.contains("log")||name.contains("wood"))return new Profile(.88f,0);
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return new Profile(.82f,0);
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@@ -66,13 +66,16 @@ public final class ProceduralPbr {
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if(lunar)sun=PixelShadows.sunDirection(sky.moonAngle);
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float moon=sky.moonPhase==null?1:(float)(.5+.5*Math.cos(sky.moonPhase.index()*Math.PI/4));
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float strength=(lunar?.12f*moon:1)*sky.rainBrightness*Math.clamp((sun.y-.04f)/.16f,0,1);
|
||||
var sunColour=lunar?new org.joml.Vector3f(1):SolarColour.tint(sky);
|
||||
boolean shadow=PixelShadows.applied();
|
||||
scene.rotate();try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(sun.x,sun.y,sun.z,strength)
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,VanillaLight.pbrDistance())
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,ColoredLights.directionalReady()?1:0,lunar?0:1,0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
.putVec4(sunColour.x*sunColour.x,sunColour.y*sunColour.y,sunColour.z*sunColour.z,1)
|
||||
.putVec4((float)(camera.pos.x%256),(float)(camera.pos.y%256),(float)(camera.pos.z%256),0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
}
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
for(var entry:entries){var p=entry.origin();var offset=new Vector3f((float)(p.getX()-camera.pos.x),(float)(p.getY()-camera.pos.y),(float)(p.getZ()-camera.pos.z));
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import net.minecraft.client.renderer.state.level.SkyRenderState;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
/** Uses the exact colour and fade already extracted for Minecraft's horizon. */
|
||||
public final class SolarColour {
|
||||
private SolarColour(){}
|
||||
public static Vector3f tint(SkyRenderState sky){
|
||||
var colour=sky.sunriseAndSunsetColor;
|
||||
if(colour==null)return new Vector3f(1);
|
||||
float weight=Math.clamp(colour.w(),0,1);
|
||||
return new Vector3f(1).lerp(new Vector3f(colour.x(),colour.y(),colour.z()),weight);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import fr.koka.sanctuary.client.shader.SolarColour;
|
||||
import fr.koka.sanctuary.client.shader.VanillaLight;
|
||||
import net.minecraft.client.renderer.SkyRenderer;
|
||||
import net.minecraft.client.renderer.state.level.SkyRenderState;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.Unique;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.ModifyArg;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
@Mixin(SkyRenderer.class)
|
||||
abstract class SolarColourMixin {
|
||||
@Unique private Vector3f sanctuary$sunTint=new Vector3f(1);
|
||||
@Inject(method="render",at=@At("HEAD"))
|
||||
private void sanctuary$nativeSunset(GpuBufferSlice fog,SkyRenderState sky,CallbackInfo ci){
|
||||
sanctuary$sunTint=VanillaLight.active()?SolarColour.tint(sky):new Vector3f(1);
|
||||
}
|
||||
@ModifyArg(method="renderSun",at=@At(value="INVOKE",target="Lnet/minecraft/client/renderer/DynamicGpuData;writeTransform(Lorg/joml/Matrix4f;Lorg/joml/Vector4f;)Lcom/mojang/renderpearl/api/buffers/GpuBufferSlice;"),index=1)
|
||||
private Vector4f sanctuary$tintSun(Vector4f nativeColour){
|
||||
return new Vector4f(nativeColour.x*sanctuary$sunTint.x,nativeColour.y*sanctuary$sunTint.y,nativeColour.z*sanctuary$sunTint.z,nativeColour.w);
|
||||
}
|
||||
}
|
||||
@@ -25,6 +25,8 @@ layout(std140) uniform PbrScene {
|
||||
vec4 PbrParams;
|
||||
vec4 PbrFog;
|
||||
vec4 PbrEnvironment;
|
||||
vec4 PbrSunColour;
|
||||
vec4 PbrWaterOrigin;
|
||||
};
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
@@ -102,6 +104,8 @@ void main(){
|
||||
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
|
||||
vec3 dx=dFdx(relativePosition),dy=dFdy(relativePosition);
|
||||
vec2 tx=dFdx(blockUv),ty=dFdy(blockUv);
|
||||
vec2 atlasSize=vec2(textureSize(BlockAtlas,0));
|
||||
float texelFootprint=max(length(tx*atlasSize),length(ty*atlasSize));
|
||||
float det=tx.x*ty.y-tx.y*ty.x;
|
||||
vec3 baseNormal=normalize(cross(dx,dy));if(dot(baseNormal,-relativePosition)<0.0)baseNormal=-baseNormal;
|
||||
// Exact receiver depth is tested by the GPU; final scene depth also masks entities.
|
||||
@@ -119,6 +123,14 @@ void main(){
|
||||
// RG stores signed height derivatives; B roughness, A metalness, not transparency.
|
||||
float intensity=PbrParams.x;
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*intensity*(family>1.5?.24:2.0);
|
||||
// Slight world-anchored variation avoids identical crests on every water block.
|
||||
float waterVariation=1.0;
|
||||
if(family>1.5){
|
||||
uvec3 cell=uvec3(floor(mod(relativePosition+PbrWaterOrigin.xyz,256.0)*16.0+.001));
|
||||
uint seed=cell.x*1597334677u^cell.y*3812015801u^cell.z*2798796415u;
|
||||
seed=(seed^(seed>>16u))*2246822519u;seed^=seed>>13u;
|
||||
waterVariation=.75+.25*float(seed&65535u)/65535.0;
|
||||
}
|
||||
vec3 n=normalize(baseNormal+tangent*slope.x+bitangent*slope.y);
|
||||
// Reject degenerate/interpolated geometry without replacing the native scene with NaNs.
|
||||
if(any(isnan(n))||any(isinf(n))||dot(relativePosition,relativePosition)<.000001)discard;
|
||||
@@ -132,6 +144,8 @@ void main(){
|
||||
vec3 specular=localShine(n,v,l,solarMaterial,albedo);
|
||||
// PbrEnvironment.z identifies sunlight: moonlight keeps its modest base radiance.
|
||||
float solarRadiance=mix(1.0,family>1.5?6.0:4.0,PbrEnvironment.z);
|
||||
// Same native sunset tint as the sun disc, converted to linear light.
|
||||
vec3 sunColour=PbrSunColour.rgb;
|
||||
float fog=max(clamp((max(length(relativePosition.xz),abs(relativePosition.y))-PbrFog.x)/max(PbrFog.y-PbrFog.x,.001),0.0,1.0),
|
||||
clamp((length(relativePosition)-PbrFog.z)/max(PbrFog.w-PbrFog.z,.001),0.0,1.0));
|
||||
float amount=PbrSun.w*pow(tint.a,8.0)*visibility(relativePosition,baseNormal)*(1.0-fog*PbrEnvironment.x)
|
||||
@@ -157,10 +171,18 @@ void main(){
|
||||
if(family>1.5&&PbrEnvironment.z>.5){
|
||||
// Soft-light/screen blend per native texel: broad daylight lifts the water
|
||||
// without replacing its colour and detail with a saturated white cone.
|
||||
vec3 weight=skyShine/(1.0+skyShine);
|
||||
vec3 highlight=mix(vec3(1.0),sqrt(lit),.55);
|
||||
// Glints follow animated wave facets reflecting the sun towards the eye.
|
||||
// Their pulse comes from the native wave animation, not an unrelated timer.
|
||||
vec3 halfSum=l+v;
|
||||
float alignment=pow(max(dot(n,halfSum*inversesqrt(max(dot(halfSum,halfSum),.00001))),0.0),384.0);
|
||||
float crest=smoothstep(.025,.18,length((material.rg*255.0-128.0)/127.0));
|
||||
float detail=1.0-smoothstep(.75,2.0,texelFootprint);
|
||||
float glint=alignment*crest*waterVariation*detail;
|
||||
vec3 glintShine=skyShine*(1.0+glint*1.2);
|
||||
vec3 weight=glintShine/(1.0+glintShine);
|
||||
vec3 highlight=max(lit,mix(sunColour,sqrt(lit)*sunColour,mix(.55,.30,glint)));
|
||||
lit=mix(lit,highlight,weight);
|
||||
}else lit+=(1.0-lit)*(1.0-exp(-skyShine));
|
||||
}else lit+=(1.0-lit)*(1.0-exp(-skyShine*sunColour));
|
||||
lit+=(1.0-lit)*(1.0-exp(-lampShine));
|
||||
if(any(isnan(lit))||any(isinf(lit)))discard;
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
|
||||
|
||||
@@ -263,6 +263,7 @@
|
||||
"client.InventoryPointerAccess",
|
||||
"client.OperatorWorldOptionsMixin",
|
||||
"client.StarSkyMixin",
|
||||
"client.SolarColourMixin",
|
||||
"client.ProgressiveFogMixin",
|
||||
"client.ShaderSaturationMixin",
|
||||
"client.WeatherEnvironmentMixin",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.149"
|
||||
version = "beta.150"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user