HolShader.zip
What's new
Here's the full history, most recent first:
v4 — Bug audit + profiles
- Fixed: auto-exposure recomputing a 5×5 luminance grid inside every screen pixel (should run once/frame) — moved to a proper reduction pass (
composite1.fsh) into a 1×1 buffer, which also gave it real temporal smoothing - Fixed:
SUN_PATH_ROTATEwas a dead option with no shader code reading it — now wired to soften midday shading angle - Fixed:
gbuffers_terrain.fshused acommon.glslfunction without including that file — would've failed to compile with PBR on - Added: 4 quality profile presets (Potato / Balanced / Cinematic / Ultra)
v3 — More features
- Added: LabPBR normal/specular map support (bump mapping, baked AO, specular, emission)
- Added: dimension-specific atmospheres (Nether lava haze, End void gradient)
- Added: lightning flashes, depth of field, auto-exposure, rain ripples on water
v2 — Bug fixes + first feature pass
- Fixed: every block (not just plants) was swaying in wind — wrong detection heuristic
- Fixed: normal buffer and bloom buffer silently colliding/discarded (missing
DRAWBUFFERS) - Fixed: fog density warping incorrectly with distance (nonlinear depth treated as linear)
- Fixed: shadow acne/peter-panning from flat bias constant — now slope-scaled
- Fixed: a nonexistent uniform in
final.fsh, an unusedwetnessuniform, and option sliders that didn't map to any real shader identifier - Added: entity/hand shader coverage, god rays, SSAO, clouds, underwater fog, rain puddles, star twinkle, tinted sun/moon, working
WATER_QUALITYlevels
v1 — Initial pack
- Base terrain/water/shadow/composite/final pipeline with dynamic shadows, waving water, foliage sway, atmospheric sky, fog, bloom, ACES tonemapping
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