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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
material mask for entities so snow doesnt go on them
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@ -822,10 +822,10 @@ void main() {
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bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
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bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
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bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
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bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
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bool boatMask = abs(dataUnpacked1.w-0.6) <0.01;
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// bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
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// bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
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// bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
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bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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@ -1110,7 +1110,7 @@ void main() {
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SnowPatches = mix(0.0, SnowPatches, WinterTimeForSnow);
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if(!hand && !iswater){
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if(!hand && !iswater && !entities && isEyeInWater == 0){
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albedo = mix(albedo, vec3(0.8,0.9,1.0), SnowPatches);
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SpecularTex.rg = mix(SpecularTex.rg, vec2(1,0.05), SnowPatches);
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}
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