Set /sim/rendering/shaders/skydome on quality
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1 changed files with 22 additions and 23 deletions
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@ -1389,9 +1389,29 @@ var update_shader_settings = func() {
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if (getprop(shaderPath ~ "custom-settings")) {
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setprop(shaderPath ~ "quality-level", -1);
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} else {
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if (getprop(shaderPath ~ "skydome")) {
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var qualityLvl = getprop(shaderPath ~ "quality-level-internal") or 0;
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var qualityLvl = getprop(shaderPath ~ "quality-level-internal") or 0;
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setprop(shaderPath ~ "quality-level", qualityLvl);
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if (qualityLvl < 2) {
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# Non-ALS fallback
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setprop(shaderPath ~ "skydome", 0.0);
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setprop(shaderPath ~ "quality-level", qualityLvl);
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setprop(shaderPath ~ "landmass", qualityLvl);
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setprop(shaderPath ~ "urban", qualityLvl);
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setprop(shaderPath ~ "water", qualityLvl);
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qualityLvl = math.min(qualityLvl, 4.0);
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setprop(shaderPath ~ "lights", qualityLvl);
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qualityLvl = math.min(qualityLvl, 1.0);
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setprop(shaderPath ~ "model", qualityLvl);
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setprop(shaderPath ~ "contrails", qualityLvl);
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setprop(shaderPath ~ "crop", qualityLvl);
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setprop(shaderPath ~ "generic", qualityLvl);
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setprop(shaderPath ~ "transition", qualityLvl);
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} else {
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# ALS from quality 2 upwards
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setprop(shaderPath ~ "skydome", 1.0);
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if (qualityLvl != 0.0) {
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setprop(shaderPath ~ "landmass", qualityLvl + 1); # these go to 6 rather than 5
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@ -1422,29 +1442,8 @@ var update_shader_settings = func() {
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setprop(shaderPath ~ "crop", qualityLvl);
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setprop(shaderPath ~ "clouds", qualityLvl);
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setprop(shaderPath ~ "forest", qualityLvl);
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} else {
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var qualityLvl = getprop(shaderPath ~ "quality-level-internal") or 0;
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setprop(shaderPath ~ "quality-level", qualityLvl);
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setprop(shaderPath ~ "landmass", qualityLvl);
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setprop(shaderPath ~ "urban", qualityLvl);
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setprop(shaderPath ~ "water", qualityLvl);
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qualityLvl = math.min(qualityLvl, 4.0);
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setprop(shaderPath ~ "lights", qualityLvl);
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qualityLvl = math.min(qualityLvl, 1.0);
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setprop(shaderPath ~ "model", qualityLvl);
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setprop(shaderPath ~ "contrails", qualityLvl);
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setprop(shaderPath ~ "crop", qualityLvl);
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setprop(shaderPath ~ "generic", qualityLvl);
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setprop(shaderPath ~ "transition", qualityLvl);
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}
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}
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if (rembrandtOn) {
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setprop(shaderPath ~ "skydome", 0);
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}
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};
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setlistener("/sim/rendering/shaders/custom-settings", func { update_shader_settings() } );
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