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Set /sim/rendering/shaders/skydome on quality

This commit is contained in:
Stuart Buchanan 2021-01-25 12:01:21 +00:00
parent d058b514f2
commit b3abc93e96

View file

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