diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 18803df..b0f7dfb 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -34,6 +34,7 @@ varying vec4 color; flat varying vec4 lightCol; #endif +uniform int renderStage; uniform int isEyeInWater; uniform sampler2D texture; @@ -269,7 +270,7 @@ uniform vec3 eyePosition; #ifdef DAMAGE_BLOCK_EFFECT /* RENDERTARGETS:11 */ #else - /* DRAWBUFFERS:29 */ + /* RENDERTARGETS:2,9,11 */ #endif void main() { @@ -340,6 +341,9 @@ void main() { #endif #if !defined DAMAGE_BLOCK_EFFECT + + gl_FragData[2] = vec4(0.0); + #ifdef LINES #ifndef SELECT_BOX if(SELECTION_BOX > 0) discard; @@ -463,6 +467,14 @@ void main() { gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb); if(SELECTION_BOX > 0) gl_FragData[0].rgba = vec4(toLinear(vec3(SELECT_BOX_COL_R, SELECT_BOX_COL_G, SELECT_BOX_COL_B)), 1.0); + + float LITEMATICA_SCHEMATIC_THING_MASK = 0.0; + if (renderStage == MC_RENDER_STAGE_NONE){ + LITEMATICA_SCHEMATIC_THING_MASK = 0.1; + gl_FragData[0] = vec4(toLinear(color.rgb), color.a); + } + + gl_FragData[2] = vec4(encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(vec2(0.0)), encodeVec2(0.0, LITEMATICA_SCHEMATIC_THING_MASK)); #else gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; #endif @@ -471,7 +483,7 @@ void main() { if(TEXTURE.a < 0.7 && TEXTURE.a > 0.2) gl_FragData[0] *= clamp(1.0 - length(feetPlayerPos) / 100.0 ,0.0,1.0); gl_FragData[0].rgb *= 0.1; - + #endif #endif } \ No newline at end of file diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 9d49ff6..35e9b89 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -602,7 +602,7 @@ void main() { // if(z >= 1.0) color = vec3(0,255,0); // else color = vec3(0.01); - color *= min(temporallyFilteredVL.a + (1-nametagbackground),1.0); + color *= min(temporallyFilteredVL.a + (1.0-nametagbackground),1.0); color += temporallyFilteredVL.rgb * nametagbackground; #else color *= temporallyFilteredVL.a ; diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 7e2ce95..a742e59 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -119,6 +119,7 @@ blend.gbuffers_damagedblock = off # this is important for refraction and glass tint to work correctly blend.gbuffers_water.colortex11 = off blend.gbuffers_hand_water.colortex11 = off +blend.gbuffers_basic.colortex11 = off blend.gbuffers_entities_translucent.colortex11 = off blend.composite.colortex5 = off