- Merged the vanilla-like rendering implementation from Base-460C to overwrite Iris' sometimes broken fallback shaders (Closes #6)
- This adds three new geometry-related shader pack options: Cloud Fog End, Relative Border Fog Start and Line Width. These properties would normally be dynamic and controlled by the game, but are unavailable in Iris' shader pack API and are therefore made available to the user for manual configuration
- Redesigned the shader pack options menu
- Fixed incompatibility with some graphics drivers (Closes #3)
- Fixed orientation-based shading being disabled (Closes #1)
- Enabled
oldLighting
- Enabled
- Fixed an invalid color buffer format being specified, causing fallback to 8-bit RGBA
- 16-bit RGBA is now used
- Ensured rounding is consistent across OpenGL implementations
- This was missed while porting from HLSL to GLSL, since the HLSL
round
always rounds midpoints towards even integers while the GLSLround
has implementation-dependant behavior. GLSLroundEven
is now used instead
- This was missed while porting from HLSL to GLSL, since the HLSL
- Exchanged Chebyshev distance for redmean color difference in edge detection, to more closely match human perception
- Micro-optimized blending weight calculation
- Converted LUTs to raw textures to enable smaller color formats on the GPU