stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling

This commit is contained in:
Xonk
2024-03-23 18:29:25 -04:00
parent f071204fc9
commit 7811e25236
8 changed files with 17 additions and 15 deletions

View File

@ -1207,10 +1207,10 @@ void main() {
#endif
#ifdef NETHER_SHADER
// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
// Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 15.0;
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
// up *= pow( max( slopednormal.y, 0), 2);
// down *= pow( max(-slopednormal.y, 0), 2);
@ -1340,7 +1340,6 @@ void main() {
gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
}
////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP
vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);