Configurations

../_images/icon_configurations.webp

Slide them around.

Vertex configuration

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Effect

Comment

in vec3 mc_Entity;

useEntityAttrib = true

in vec2 mc_midTexCoord;

useMidTexCoordAttrib = true

in vec4 <type> at_tangent;

useTangentAttrib = true

const int countInstances = 1;

when countInstances > 1 the geometry will be rendered several times, see uniform instanceId

Geometry configuration

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Effect

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#extension GL_ARB_geometry_shader4 : enable

Enable GL_ARB_geometry_shader4

const int maxVerticesOut = 3;

Set GEOMETRY_VERTICES_OUT_ARB for GL_ARB_geometry_shader4

Fragment configuration

Source

Effect

Comment

uniform <type> shadow;

shadowDepthBuffers = 1

uniform <type> watershadow;

shadowDepthBuffers = 2

uniform <type> shadowtex0;

shadowDepthBuffers = 1

uniform <type> shadowtex1;

shadowDepthBuffers = 2

uniform <type> shadowcolor;

shadowColorBuffers = 1

uniform <type> shadowcolor0;

shadowColorBuffers = 1

uniform <type> shadowcolor1;

shadowColorBuffers = 2

uniform <type> depthtex0;

depthBuffers = 1

uniform <type> depthtex1;

depthBuffers = 2

uniform <type> depthtex2;

depthBuffers = 3

uniform <type> gdepth;

if (bufferFormat[1] == RGBA) bufferFormat[1] = RGBA32F;

uniform <type> gaux1;

colorBuffers = 5

uniform <type> gaux2;

colorBuffers = 6

uniform <type> gaux3;

colorBuffers = 7

uniform <type> gaux4;

colorBuffers = 8

uniform <type> colortex4;

colorBuffers = 5

uniform <type> colortex5;

colorBuffers = 6

uniform <type> colortex6;

colorBuffers = 7

uniform <type> colortex7;

colorBuffers = 8

uniform <type> centerDepthSmooth;

centerDepthSmooth = true

/* SHADOWRES:1024 */

shadowMapWidth = shadowMapHeight = 1024

const int shadowMapResolution = 1024;

shadowMapWidth = shadowMapHeight = 1024

/* SHADOWFOV:90.0 */

shadowMapFov = 90

const float shadowMapFov = 90.0;

shadowMapFov = 90

/* SHADOWHPL:160.0 */

shadowMapDistance = 160.0

const float shadowDistance = 160.0f;

shadowMapDistance = 160.0

const float shadowDistanceRenderMul = -1f;

shadowDistanceRenderMul = -1

When > 0 enable shadow optimization (shadowRenderDistance = shadowDistance * shadowDistanceRenderMul)

const float shadowIntervalSize = 2.0f;

shadowIntervalSize = 2.0

const bool generateShadowMipmap = true;

shadowMipmap = true

const bool generateShadowColorMipmap = true;

shadowColorMipmap = true

const bool shadowHardwareFiltering = true;

shadowHardwareFiltering = true

const bool shadowHardwareFiltering0 = true;

shadowHardwareFiltering[0] = true

const bool shadowHardwareFiltering1 = true;

shadowHardwareFiltering[1] = true

const bool shadowtexMipmap = true;

shadowMipmap[0] = true

const bool shadowtex0Mipmap = true;

shadowMipmap[0] = true

const bool shadowtex1Mipmap = true;

shadowMipmap[1] = true

const bool shadowcolor0Mipmap = true;

shadowColorMipmap[0] = true

const bool shadowColor0Mipmap = true;

shadowColorMipmap[0] = true

const bool shadowcolor1Mipmap = true;

shadowColorMipmap[1] = true

const bool shadowColor1Mipmap = true;

shadowColorMipmap[1] = true

const bool shadowtexNearest = true;

shadowFilterNearest[0] = true

const bool shadowtex0Nearest = true;

shadowFilterNearest[0] = true

const bool shadow0MinMagNearest = true;

shadowFilterNearest[0] = true

const bool shadowtex1Nearest = true;

shadowFilterNearest[1] = true

const bool shadow1MinMagNearest = true;

shadowFilterNearest[1] = true

const bool shadowcolor0Nearest = true;

shadowColorFilterNearest[0] = true

const bool shadowColor0Nearest = true;

shadowColorFilterNearest[0] = true

const bool shadowColor0MinMagNearest = true;

shadowColorFilterNearest[0] = true

const bool shadowcolor1Nearest = true;

shadowColorFilterNearest[1] = true

const bool shadowColor1Nearest = true;

shadowColorFilterNearest[1] = true

const bool shadowColor1MinMagNearest = true;

shadowColorFilterNearest[1] = true

/* WETNESSHL:600.0 */

wetnessHalfLife = 600 (ticks)

const float wetnessHalflife = 600.0f;

wetnessHalfLife = 600 (ticks)

/* DRYNESSHL:200.0 */

drynessHalfLife = 200 (ticks)

const float drynessHalflife = 200.0f;

drynessHalfLife = 200 (ticks)

const float eyeBrightnessHalflife = 10.0f;

eyeBrightnessHalflife = 10 (ticks)

const float centerDepthHalflife = 1.0f;

centerDepthSmoothHalflife = 1 (ticks)

const float sunPathRotation = 0f;

sunPathRotation = 0f

const float ambientOcclusionLevel = 1.0f;

ambientOcclusionLevel = 1.0f

0.0f = AO disabled, 1.0f = vanilla AO

const int superSamplingLevel = 1;

superSamplingLevel = 1

const int noiseTextureResolution = 256;

noiseTextureResolution = 256

/* GAUX4FORMAT:RGBA32F */

buffersFormat[7] = GL_RGBA32F

/* GAUX4FORMAT:RGB32F */

buffersFormat[7] = GL_RGB32F

/* GAUX4FORMAT:RGB16 */

buffersFormat[7] = GL_RGB16

const int <bufferIndex>Format = <format>;

bufferFormats[index] = <format>

See Draw buffer index and Texture formats

const bool <bufferIndex>Clear = false;

gbuffersClear[index] = false

Skip glClear() for the given buffer, only for composite and deferred programs

const vec4 <bufferIndex>ClearColor = vec4();

gbuffersClearColor[index] = vec4(r, g, b, a)

Clear color for the given buffer, only for composite and deferred programs

const bool <bufferIndex>MipmapEnabled = true;

bufferMipmaps[index] = true

Only for programs composite , deferred and final

const int <shadowBufferIx>Format = <format>;

shadowBufferFormats[index] = <format>

See Shadow buffer index and Texture formats

const bool <shadowBufferIx>Clear = false;

shadowBuffersClear[index] = false

Skip glClear() for the given shadow color buffer

const vec4 <shadowBufferIx>ClearColor = vec4();

shadowBuffersClearColor[index] = vec4(r, g, b, a)

Clear color for the given shadow color buffer

/* DRAWBUFFERS:0257 */

drawBuffers = {0, 2, 5, 7)

Only buffers 0 to 9 can be used.

/* RENDERTARGETS: 0,2,11,15 */

drawBuffers = {0, 2, 11, 15}

Buffers 0 to 15 can be used


Assumes the latest OptiFine version.
Updated to commit 15ef3106.

Last update: 2024 April 30