material mask for entities so snow doesnt go on them

This commit is contained in:
Xonk
2023-06-23 13:40:15 -04:00
parent 906d5ae9a6
commit 4345e0560e
3 changed files with 7 additions and 9 deletions

View File

@ -822,10 +822,10 @@ void main() {
bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
bool boatMask = abs(dataUnpacked1.w-0.6) <0.01;
// bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
// bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
// bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
@ -1110,7 +1110,7 @@ void main() {
SnowPatches = mix(0.0, SnowPatches, WinterTimeForSnow);
if(!hand && !iswater){
if(!hand && !iswater && !entities && isEyeInWater == 0){
albedo = mix(albedo, vec3(0.8,0.9,1.0), SnowPatches);
SpecularTex.rg = mix(SpecularTex.rg, vec2(1,0.05), SnowPatches);
}