fix cloud animation degrading after around 1000 days. fix tiny issue on emissives and block breaking effect

This commit is contained in:
Xonk 2024-05-10 12:51:13 -04:00
parent 8c5c26abde
commit 4c081608ba
3 changed files with 5 additions and 3 deletions

View File

@ -334,7 +334,9 @@ void main() {
#else
vec3 Albedo = toLinear(texture2D(texture, adjustedTexCoord.xy).rgb);
#endif
if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
gl_FragData[0] = vec4(encodeVec2(vec2(0.5)), encodeVec2(Albedo.rg), encodeVec2(vec2(Albedo.b,0.02)), 1.0);
#endif

View File

@ -62,7 +62,7 @@ void main() {
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 0.01) { discard; return; }
if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
float minimumBrightness = 0.5;

View File

@ -54,7 +54,7 @@ float rainCloudwetness = rainStrength;
// float cloud_movement = abs((12000 - worldTime) * Cloud_Speed ) * 0.05;
// float cloud_movement = (worldTime / 24.0) * Cloud_Speed;
uniform int worldDay;
float cloud_movement = (worldTime + worldDay*24000.0) / 24.0 * Cloud_Speed;
float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed;
//3D noise from 2d texture
float densityAtPos(in vec3 pos){