Just a quick fix to support certain newer versions of iris. New versions of iris prevent shaders from naming values 'sample' (due to gpu compatibility)
Implemented wavy blocks (waves snap to pixels to provide a blocky feel) and basic bloom.
- The tops of water and lava now wave up and down
- Leaves and other other foliage including vines now wave
- Basic single pass box blur bloom (coming updates should improve this both visually and in performance)
This update was originally going to include changes to the atmosphere and clouds, but to avoid delaying any further it will be split into the next update.
New tonemap and a couple of lighting tweaks
- Switched from Reinhard to Uchimura tonemap (Provides higher contrast in lighting)
- Fixed issue with calculation of ambient light (Previously had unexpected dependence on directional lights)
- Tweaked lighting to better fit the new tonemap
More things recieving custom lighting, and a few slight tweaks and fixes.
- Entities are now affected by custom lighting.
- Held items and hand are affected by custom lighting.
- Tweaks to balance lighting (ambient light now lightly colored)
- Sunlight & Moonlight no longer appear in nether and end
- Added to items which produce hand light
More features (and of course some tweaks to the lighting)
- Certain held items (such as torches and lanterns) may now emit light! this is enabled by default, though there is a setting to disable it.
- Lighting now makes use of tonemapping to better retain color and detail.
- Blocks such as flowers and grass now recieve the same lighting as the surface below them, allowing for better blending.
Tweaks to lighting!
- Brightness now sets a minimum light value (no more pitch black caves, unless you set your brightness to the minimum)
- Sunlight now has more impact than light level (helps with contrast on snow)
Just a couple tweaks to lighting...
- Slight modification to block light intensity & falloff
- Sky color greyscale used to provide lighting better fit to the weather
Initial release.
- Colored terrain lighting.