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

@ -34,22 +34,13 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
//////////////////////////////VOID MAIN//////////////////////////////
uniform sampler2D colortex4;
flat varying float exposure;
void main() {
color = gl_Color;
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#if defined ENCHANT_GLINT || defined SPIDER_EYES || defined BEACON_BEAM
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
gl_Position = ftransform();
#ifdef BEACON_BEAM
if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
@ -57,7 +48,6 @@ void main() {
#ifdef ENCHANT_GLINT
tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
#endif