diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 8bf6d8c..82424a9 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -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 diff --git a/shaders/dimensions/all_vanilla_emissives.fsh b/shaders/dimensions/all_vanilla_emissives.fsh index cc27bf8..3cb314f 100644 --- a/shaders/dimensions/all_vanilla_emissives.fsh +++ b/shaders/dimensions/all_vanilla_emissives.fsh @@ -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; diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 047fe2d..5e04f01 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -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){