diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index ab1ac67..21eb50d 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -268,7 +268,7 @@ uniform vec3 eyePosition; #ifdef DAMAGE_BLOCK_EFFECT /* RENDERTARGETS:11 */ #else - /* RENDERTARGETS:2,9,11 */ + /* RENDERTARGETS:2,9,11,7 */ #endif void main() { @@ -396,6 +396,8 @@ void main() { gl_FragData[1].a = 0.0; // for bloomy rain and stuff #endif + gl_FragData[3] = vec4(0.0,0.0,0.0,0.4); + vec3 Direct_lighting = vec3(0.0); vec3 directLightColor = vec3(0.0); diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 9fb0114..e03001e 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -410,6 +410,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) // 0.9 = entity mask // 0.8 = reflective entities // 0.7 = reflective blocks + // 0.4 = translucent particles // 0.3 = hand mask #ifdef HAND