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SEUS 10.1 Preview2 Notes
SEUS 10.1 Preview2 Notes
1 EDITS:
(with the help from the SEUS FB Community too)
GO INTO GBUFFERS_WATER.FSH :
GO INTO COMPOSITE1_FSH :
GO INTO COMPOSITE1.FSH :
OPEN COMPOSITE.FSH :
COPY & REPLACE THE FOLLOWING CODE IN LINE #1416 UNTILL LINE #1631 :
vec4 CloudColor(in vec4 worldPosition, in float sunglow, in vec3 worldLightVector)
p *= 3.0f;
p.xz -= t * 0.035f;
vec3 p3 = p;
noise *= cloudAltitudeWeight;
//cloud edge
float coverage = 0.695f;
coverage = mix(coverage, 1.05f, rainStrength);
float density = 0.77f;
noise = clamp(noise - (1.0f - coverage), 0.0f, 1.0f - density) / (1.0f density);
//noise = GetCoverage(coverage, density, noise);
//
directLightFalloff /= 2.0f;
56.0f);
//firstOrder
float secondOrder
//directLightFalloff *= mix(
1.0f), clamp(pow(1.0f - noise, 10.3f), 0.0f, 0.5f),
directLightFalloff *= anisoBackFactor;
directLightFalloff *= mix(11.5f, 1.0f, pow(sunglow, 0.5f));
// //cloud shadows
color *= 1.0f;
return result;
}
}
void
{
//if (texcoord.s < 0.5f && texcoord.t < 0.5f)
//{
surface.cloudAlpha = 0.0f;
int i = 0;
surface.cloudAlpha += proximity.a;
//Increment ray
rayDepth -= rayIncrement;
i++;
break;
OPEN COMPISITE.FSH:
// DoLowlightEye(final.nolight);
to
DoNightEye(final.sunlight);
DoNightEye(final.skylight);
DoNightEye(final.bouncedSunlight);
DoNightEye(final.scatteredSunlight);
DoNightEye(surface.sky.albedo);
DoNightEye(final.underwater);
DoLowlightEye(final.nolight);
const float
bloomSlant = 0.25f;
to
const float
bloomSlant = 0.00f;
TO MAKE TORCHES
BRIGHTER:
GO INTO COMPOSITE.FSH
TO MAKE GLOWSTONE
BRIGHTER:
GO INTO COMPOSITE:FSH
+ final.glow.glowstone
* 1.1f
to
+ final.glow.glowstone
* 8.1f
GO TO LINE #9:
DELETE: gl_Position.z = 0.0f;