/* const int colortex0Format = R11F_G11F_B10F; //main color const int colortex1Format = RGBA8_SNORM; //half res normalM const int colortex2Format = RGBA16F; //taa | long exposure + long exposure counter in g channel with long exposure enabled | Renko cut data in g channel with Renko cut enabled const int colortex3Format = RGBA8; //(cloud/water map on deferred/gbuffer) | translucentMult & bloom & final color const int colortex4Format = RGBA8_SNORM; //normalM & reflection strength const int colortex5Format = RGBA8; //scene image for water reflections | lightFogLength in r channel only from composite 1 to 5 & volumetric cloud linear depth & volumetric light factor const int colortex6Format = RGBA8; //smoothnessD & materialMask & skyLightFactor & lmCoord.x with purkinje mask const int colortex7Format = RGBA16F; //(cloud/water map on gbuffer) | reflection temporal image (rgb) & previous depth const int colortex8Format = RGBA16F; //SSR results for WSR, topmost translucent opacity #ifdef SS_BLOCKLIGHT const int colortex9Format = RGBA16F; // Screenspace colored light const int colortex10Format = RGBA16F; // Screenspace colored light Blurred #endif */ const bool colortex0Clear = true; const bool colortex1Clear = false; const bool colortex2Clear = false; const bool colortex3Clear = true; const bool colortex4Clear = false; const bool colortex5Clear = false; const bool colortex6Clear = true; const bool colortex7Clear = false; const bool colortex8Clear = true; const bool colortex9Clear = true; const bool colortex10Clear = false; const bool shadowHardwareFiltering = true; const float shadowDistanceRenderMul = 1.0; #if END_CRYSTAL_VORTEX_INTERNAL == 0 && DRAGON_DEATH_EFFECT_INTERNAL == 0 const float entityShadowDistanceMul = 0.125; // Iris feature #else const float entityShadowDistanceMul = 1.0; // Iris feature #endif const float drynessHalflife = 300.0; const float wetnessHalflife = 300.0; const float ambientOcclusionLevel = 1.0; /* Mental Image: Colortex2 Alpha still available Colortex5 gb can be used to pass between composites, just reset to 0 at the end colortex1 alpha available */