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Lots of changes

some redundant stuff in vertex shaders needs fixing
This commit is contained in:
Gefüllte Taubenbrust 2024-05-12 14:44:13 +02:00
parent ded1b09838
commit ca4f04ecab
9 changed files with 138 additions and 23 deletions

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@ -611,6 +611,23 @@ enable_auto_exposure (Enable Automatic Exposure) bool false
# Requires: shaders, enable_post_processing, enable_auto_exposure
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# Set the gamma value.
# Higher values give lower contrast and vice versa.
# Range: from 1.0 to 5.0
#
# Requires: shaders, enable_post_processing, tone_mapping
gamma (Gamma) float 1.6 1.0 5.0
# Apply color grading to make brighter colors warmer and darker colors cooler.
#
# Requires: shaders, enable_post_processing
enable_color_grading (Color grading) bool false
# Apply vignette effect to darken the edges of the screen.
#
# Requires: shaders, enable_post_processing
enable_vignette (Vignette) bool false
# Apply dithering to reduce color banding artifacts.
# Dithering significantly increases the size of losslessly-compressed
# screenshots and it works incorrectly if the display or operating system
@ -663,6 +680,13 @@ bloom_radius (Bloom Radius) float 1 0.1 8
# Requires: shaders, enable_post_processing, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false
[**Other Effects]
# Apply bump maps to nodes based on their textures. It is recommended to use a tilted sun orbit to go with this (Sky Body Orbit Tilt).
#
# Requires: shaders, enable_dynamic_shadows
enable_bumpmaps (Bump maps) bool false
[*Audio]
# Volume of all sounds.