From 3f5e0ea4180af6711bf323c88261339120256564 Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 22 May 2024 00:20:47 -0400 Subject: [PATCH] fix error when "render clouds as fog" was enabled --- shaders/dimensions/composite2.fsh | 5 +++-- shaders/dimensions/final.fsh | 2 +- shaders/dimensions/fogBehindTranslucent_pass.fsh | 6 ++++-- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 321f7c0..8c540f5 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -15,7 +15,7 @@ uniform sampler2D dhDepthTex1; uniform sampler2D colortex2; uniform sampler2D colortex3; -uniform sampler2D colortex4; +// uniform sampler2D colortex4; uniform sampler2D colortex6; uniform sampler2D colortex7; @@ -79,14 +79,15 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo #include "/lib/lightning_stuff.glsl" - #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #include "/lib/overworld_fog.glsl" #endif #ifdef NETHER_SHADER +uniform sampler2D colortex4; #include "/lib/nether_fog.glsl" #endif #ifdef END_SHADER +uniform sampler2D colortex4; #include "/lib/end_fog.glsl" #endif diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index 16751c5..5291ecf 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -122,7 +122,7 @@ float interleaved_gradientNoise(){ void doCameraGridLines(inout vec3 color, vec2 UV){ - float lineThicknessY = 0.0025; + float lineThicknessY = 0.001; float lineThicknessX = lineThicknessY/aspectRatio; float horizontalLines = abs(UV.x-0.33); diff --git a/shaders/dimensions/fogBehindTranslucent_pass.fsh b/shaders/dimensions/fogBehindTranslucent_pass.fsh index 7ea3a5c..7e71c32 100644 --- a/shaders/dimensions/fogBehindTranslucent_pass.fsh +++ b/shaders/dimensions/fogBehindTranslucent_pass.fsh @@ -21,7 +21,7 @@ uniform sampler2D dhDepthTex1; uniform sampler2D colortex2; uniform sampler2D colortex3; -uniform sampler2D colortex4; +// uniform sampler2D colortex4; uniform sampler2D colortex6; uniform sampler2D colortex7; uniform sampler2D colortex11; @@ -90,15 +90,17 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo #define TIMEOFDAYFOG #include "/lib/lightning_stuff.glsl" - #define CLOUDSHADOWSONLY + // #define CLOUDSHADOWSONLY #include "/lib/volumetricClouds.glsl" #include "/lib/overworld_fog.glsl" #endif #ifdef NETHER_SHADER +uniform sampler2D colortex4; #include "/lib/nether_fog.glsl" #endif #ifdef END_SHADER +uniform sampler2D colortex4; #include "/lib/end_fog.glsl" #endif