fix litematica schematic boxes

This commit is contained in:
Xonk
2025-03-18 16:33:55 -04:00
parent 43096d747a
commit 485d1a3dd7
3 changed files with 16 additions and 3 deletions

View File

@ -34,6 +34,7 @@ varying vec4 color;
flat varying vec4 lightCol; flat varying vec4 lightCol;
#endif #endif
uniform int renderStage;
uniform int isEyeInWater; uniform int isEyeInWater;
uniform sampler2D texture; uniform sampler2D texture;
@ -269,7 +270,7 @@ uniform vec3 eyePosition;
#ifdef DAMAGE_BLOCK_EFFECT #ifdef DAMAGE_BLOCK_EFFECT
/* RENDERTARGETS:11 */ /* RENDERTARGETS:11 */
#else #else
/* DRAWBUFFERS:29 */ /* RENDERTARGETS:2,9,11 */
#endif #endif
void main() { void main() {
@ -340,6 +341,9 @@ void main() {
#endif #endif
#if !defined DAMAGE_BLOCK_EFFECT #if !defined DAMAGE_BLOCK_EFFECT
gl_FragData[2] = vec4(0.0);
#ifdef LINES #ifdef LINES
#ifndef SELECT_BOX #ifndef SELECT_BOX
if(SELECTION_BOX > 0) discard; if(SELECTION_BOX > 0) discard;
@ -463,6 +467,14 @@ void main() {
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb); 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); 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 #else
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo; gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * Albedo;
#endif #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); 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; gl_FragData[0].rgb *= 0.1;
#endif #endif
#endif #endif
} }

View File

@ -602,7 +602,7 @@ void main() {
// if(z >= 1.0) color = vec3(0,255,0); // if(z >= 1.0) color = vec3(0,255,0);
// else color = vec3(0.01); // 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; color += temporallyFilteredVL.rgb * nametagbackground;
#else #else
color *= temporallyFilteredVL.a ; color *= temporallyFilteredVL.a ;

View File

@ -119,6 +119,7 @@ blend.gbuffers_damagedblock = off
# this is important for refraction and glass tint to work correctly # this is important for refraction and glass tint to work correctly
blend.gbuffers_water.colortex11 = off blend.gbuffers_water.colortex11 = off
blend.gbuffers_hand_water.colortex11 = off blend.gbuffers_hand_water.colortex11 = off
blend.gbuffers_basic.colortex11 = off
blend.gbuffers_entities_translucent.colortex11 = off blend.gbuffers_entities_translucent.colortex11 = off
blend.composite.colortex5 = off blend.composite.colortex5 = off