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Add more PostFX stuff to disable
- Disable additive_overlay_color - Disable color_grading This prevents any color shift that may happen on freezing/snowing weather. Which only happens in December, January or February.
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@ -291,6 +291,13 @@ function Modification.PatchFiles(patches)
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end
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ModTextFileSetContent("data/shaders/post_final.frag", postFinal)
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end
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if patches.PostFinalReplace then
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local postFinal = ModTextFileGetContent("data/shaders/post_final.frag")
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for k, v in pairs(patches.PostFinalReplace) do
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postFinal = postFinal:gsub(k, v)
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end
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ModTextFileSetContent("data/shaders/post_final.frag", postFinal)
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end
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end
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---Returns tables with user requested game configuration changes.
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@ -361,6 +368,14 @@ function Modification.RequiredChanges()
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FOG_FOREGROUND_NIGHT = "vec4(0.0,0.0,0.0,1.0)",
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FOG_BACKGROUND_NIGHT = "vec3(0.0,0.0,0.0)",
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}
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-- Disable color grading, which may make the world look a tad more blue when there is freezing/snowing weather.
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-- This is dependent on the seed and the PC's wall clock, and it only snows in December, January or February.
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patches.PostFinalReplace = {
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["color%.rgb = mix%( color, additive_overlay_color%.rgb, additive_overlay_color%.a %);"] = "",
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["color = mix%(color, vec3%(%(color%.r %+ color%.g %+ color%.b%) %* 0%.3333%), color_grading%.a%);"] = "",
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["color = color %* color_grading%.rgb;"] = "// Here lies the remains of the tone-mapping/color grading code. 2019-2024. RIP",
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}
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end
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if ModSettingGet("noita-mapcap.disable-shaders-gui-ai") and DebugAPI.IsDevBuild() then
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