Configurations¶
Vertex configuration¶
Source |
Effect |
Comment |
---|---|---|
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useEntityAttrib = true |
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useMidTexCoordAttrib = true |
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useTangentAttrib = true |
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when |
Geometry configuration¶
Source |
Effect |
Comment |
---|---|---|
|
Enable GL_ARB_geometry_shader4 |
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Set GEOMETRY_VERTICES_OUT_ARB for GL_ARB_geometry_shader4 |
Fragment configuration¶
Source |
Effect |
Comment |
---|---|---|
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shadowDepthBuffers = 1 |
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shadowDepthBuffers = 2 |
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shadowDepthBuffers = 1 |
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shadowDepthBuffers = 2 |
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shadowColorBuffers = 1 |
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shadowColorBuffers = 1 |
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shadowColorBuffers = 2 |
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depthBuffers = 1 |
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depthBuffers = 2 |
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depthBuffers = 3 |
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if (bufferFormat[1] == RGBA) bufferFormat[1] = RGBA32F; |
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colorBuffers = 5 |
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colorBuffers = 6 |
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colorBuffers = 7 |
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colorBuffers = 8 |
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colorBuffers = 5 |
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colorBuffers = 6 |
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colorBuffers = 7 |
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colorBuffers = 8 |
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centerDepthSmooth = true |
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shadowMapWidth = shadowMapHeight = 1024 |
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shadowMapWidth = shadowMapHeight = 1024 |
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shadowMapFov = 90 |
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shadowMapFov = 90 |
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shadowMapDistance = 160.0 |
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shadowMapDistance = 160.0 |
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shadowDistanceRenderMul = -1 |
When > 0 enable shadow optimization (shadowRenderDistance = shadowDistance * shadowDistanceRenderMul) |
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shadowIntervalSize = 2.0 |
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shadowMipmap = true |
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shadowColorMipmap = true |
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shadowHardwareFiltering = true |
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shadowHardwareFiltering[0] = true |
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shadowHardwareFiltering[1] = true |
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shadowMipmap[0] = true |
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shadowMipmap[0] = true |
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shadowMipmap[1] = true |
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shadowColorMipmap[0] = true |
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shadowColorMipmap[0] = true |
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shadowColorMipmap[1] = true |
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shadowColorMipmap[1] = true |
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shadowFilterNearest[0] = true |
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shadowFilterNearest[0] = true |
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shadowFilterNearest[0] = true |
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shadowFilterNearest[1] = true |
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shadowFilterNearest[1] = true |
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shadowColorFilterNearest[0] = true |
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shadowColorFilterNearest[0] = true |
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shadowColorFilterNearest[0] = true |
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shadowColorFilterNearest[1] = true |
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shadowColorFilterNearest[1] = true |
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shadowColorFilterNearest[1] = true |
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wetnessHalfLife = 600 (ticks) |
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wetnessHalfLife = 600 (ticks) |
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drynessHalfLife = 200 (ticks) |
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drynessHalfLife = 200 (ticks) |
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eyeBrightnessHalflife = 10 (ticks) |
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centerDepthSmoothHalflife = 1 (ticks) |
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sunPathRotation = 0f |
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ambientOcclusionLevel = 1.0f |
0.0f = AO disabled, 1.0f = vanilla AO |
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superSamplingLevel = 1 |
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noiseTextureResolution = 256 |
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buffersFormat[7] = GL_RGBA32F |
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buffersFormat[7] = GL_RGB32F |
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buffersFormat[7] = GL_RGB16 |
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bufferFormats[index] = <format> |
See Draw buffer index and Texture formats |
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gbuffersClear[index] = false |
Skip glClear() for the given buffer, only for |
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gbuffersClearColor[index] = vec4(r, g, b, a) |
Clear color for the given buffer, only for |
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bufferMipmaps[index] = true |
Only for programs |
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shadowBufferFormats[index] = <format> |
See Shadow buffer index and Texture formats |
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shadowBuffersClear[index] = false |
Skip |
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shadowBuffersClearColor[index] = vec4(r, g, b, a) |
Clear color for the given shadow color buffer |
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drawBuffers = {0, 2, 5, 7) |
Only buffers 0 to 9 can be used. |
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drawBuffers = {0, 2, 11, 15} |
Buffers 0 to 15 can be used |