Flesh Dimension now has spooky
ihfr:the_carnage < this dimension now uses the Spooklementary_1.1 nether shaders. this was surprisingly easy. will have to manually adjust settings via hard-coding them in
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.gitignore
1.20.1-FearFactoryTest
instance.cfg
minecraft
config
allthetrims.jsondarkness.properties
icon.pngoptions.txtdsurround
embeddium-fingerprint.jsonembeddium-options.jsonfabric
flywheel-client.tomljei
oculus.propertiesshaderpacks
ComplementaryUnbound_r5.5.1test.txt
ComplementaryUnbound_r5.5.1test
shaders
dimension.propertiesshaders.properties
spookylang
spookylib
antialiasing
atmospherics
auroraBorealis.glsl
clouds
enderBeams.glslenderStars.glslfog
netherStorm.glslnightNebula.glslsky.glslstars.glslvolumetricLight.glslcolors
cloudColors.glslcolorMultipliers.glsllightAndAmbientColors.glslmoonPhaseInfluence.glslskyColors.glsl
common.glsllighting
materials
materialHandling
blockEntityMaterials.glslcustomMaterials.glsldeferredMaterials.glslentityMaterials.glslirisMaterials.glslterrainMaterials.glsltranslucentMaterials.glsl
materialMethods
coatedTextures.glslgeneratedNormals.glslpomEffects.glslreflections.glslrefraction.glslwavingBlocks.glsl
specificMaterials
entities
others
planks
acaciaPlanks.glslbambooPlanks.glslbirchPlanks.glslcherryPlanks.glslcrimsonPlanks.glsldarkOakPlanks.glsljunglePlanks.glslmangrovePlanks.glsloakPlanks.glslsprucePlanks.glslwarpedPlanks.glsl
terrain
anvil.glslblackstone.glslcobblestone.glslcoral.glslcryingObsidian.glsldeepslate.glsldiamondBlock.glsldirt.glslemeraldBlock.glslendPortalFrame.glslendStone.glslfroglights.glslgoldBlock.glslironBlock.glsllanternMetal.glsllapisBlock.glsllava.glsllavaNoise.glslleaves.glslnetheriteBlock.glslnetherrack.glsloakWood.glslobsidian.glslpumpkin.glslquartzBlock.glslrawCopperBlock.glslrawGoldBlock.glslrawIronBlock.glslredstoneBlock.glslredstoneTorch.glslsnow.glslstone.glsl
translucents
misc
colorCodedPrograms.glsldarkOutline.glslhandSway.glsllensFlare.glslshowLightLevels.glslworldOutline.glsl
pipelineSettings.glsltextures
util
spookyprogram
composite.glslcomposite2.glslcomposite3.glslcomposite4.glslcomposite5.glslcomposite6.glslcomposite7.glsldeferred1.glslfinal.glslgbuffers_armor_glint.glslgbuffers_basic.glslgbuffers_beaconbeam.glslgbuffers_block.glslgbuffers_clouds.glslgbuffers_damagedblock.glslgbuffers_entities.glslgbuffers_hand.glslgbuffers_skybasic.glslgbuffers_skytextured.glslgbuffers_spidereyes.glslgbuffers_terrain.glslgbuffers_textured.glslgbuffers_water.glslgbuffers_weather.glslshadow.glsltemplate.glsl
worldflesh
composite.fshcomposite.vshcomposite2.fshcomposite2.vshcomposite3.fshcomposite3.vshcomposite4.fshcomposite4.vshcomposite5.fshcomposite5.vshcomposite6.fshcomposite6.vshcomposite7.fshcomposite7.vshdeferred1.fshdeferred1.vshfinal.fshfinal.vshgbuffers_armor_glint.fshgbuffers_armor_glint.vshgbuffers_basic.fshgbuffers_basic.vshgbuffers_beaconbeam.fshgbuffers_beaconbeam.vshgbuffers_block.fshgbuffers_block.vshgbuffers_clouds.fshgbuffers_clouds.vshgbuffers_damagedblock.fshgbuffers_damagedblock.vshgbuffers_entities.fshgbuffers_entities.vshgbuffers_entities_glowing.fshgbuffers_entities_glowing.vshgbuffers_hand.fshgbuffers_hand.vshgbuffers_line.fshgbuffers_line.vshgbuffers_skybasic.fshgbuffers_skybasic.vshgbuffers_skytextured.fshgbuffers_skytextured.vshgbuffers_spidereyes.fshgbuffers_spidereyes.vshgbuffers_terrain.fshgbuffers_terrain.vshgbuffers_textured.fshgbuffers_textured.vshgbuffers_water.fshgbuffers_water.vshgbuffers_weather.fshgbuffers_weather.vsh
@ -3,7 +3,7 @@ backend = "DEFAULT"
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#Enable or disable instance update limiting with distance.
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limitUpdates = true
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#The number of worker threads to use. Set to -1 to let Flywheel decide. Set to 0 to disable parallelism. Requires a game restart to take effect.
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#Range: -1 ~ 16
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#Range: -1 ~ 12
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workerThreads = -1
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#Config options for Flywheel's built-in backends.
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