fix z-fighting for vanilla emissives and enchant glints

This commit is contained in:
Xonk
2025-05-13 19:05:49 -04:00
parent 6e824ddd3c
commit 2a794f532c
3 changed files with 6 additions and 20 deletions

View File

@ -7,8 +7,6 @@ uniform sampler2D texture;
uniform sampler2D normals;
uniform sampler2D noisetex;
flat varying float exposure;
varying vec4 tangent;
varying vec4 normalMat;
uniform float frameTimeCounter;
@ -69,8 +67,6 @@ void main() {
minimumBrightness = 10.0;
#endif
// float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
#ifdef DISABLE_VANILLA_EMISSIVES
vec3 emissiveColor = vec3(0.0);
Albedo.a = 0.0;
@ -82,7 +78,6 @@ void main() {
#endif
#ifdef ENCHANT_GLINT
// float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
@ -93,8 +88,6 @@ void main() {
vec3 GlintColor = Albedo.rgb * Emissive_Brightness;
#endif
gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
#endif
}