update en_us.lang DH submenu. fix tiny issue where glass made water fog on DH chunks behind it.

This commit is contained in:
Xonk 2024-02-11 16:36:53 -05:00
parent d2d28bdf8e
commit 7f0cfe879e
4 changed files with 10 additions and 11 deletions

View File

@ -348,10 +348,10 @@ void main() {
gl_FragData[0].rgb = mix(gl_FragData[0].rgb, skyReflection, fresnel) + sunReflection ;
gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
#endif
float distancefade = min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0);
gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, distancefade);
gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0) );
float material = 1.0;
float material = distancefade < 1.0 ? 1.0 : 0.0;
if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
gl_FragData[0].a = 0.0;

View File

@ -41,7 +41,8 @@ void main() {
isWater = 0;
if (dhMaterialId == DH_BLOCK_WATER){
isWater = 1;
// gl_Position.y -= 6.0/16.0;
gl_Position.y -= 6.0/16.0;
gl_Position.z -= 1e-4;
}
normals_and_materials = vec4(normalize(gl_Normal), 1.0);

View File

@ -1202,7 +1202,6 @@ void main() {
#if DEBUG_VIEW == debug_VIEW_POSITION
gl_FragData[0].rgb = viewPos * 0.001;
#endif
#ifdef CLOUDS_INFRONT_OF_WORLD
gl_FragData[1] = texture2D(colortex2, texcoord);

View File

@ -634,13 +634,12 @@ screen.DISTANT_HORIZONS_SETTINGS = §2Distant Horizons §fsettings
option.DH_KNOWN_ISSUES =
value.DH_KNOWN_ISSUES.0 = §c CLICK THIS TEXT TO LOOP THROUGH A LIST OF KNOWN ISSUES
value.DH_KNOWN_ISSUES.1 = §a the DH shadowmap is broken - do not use it.
value.DH_KNOWN_ISSUES.2 = §a GTAO, RTAO, and SSGI break on LODs - DH support unimplemented
value.DH_KNOWN_ISSUES.3 = §a fog has little lines on edges - caused by an incapable upsampler
value.DH_KNOWN_ISSUES.4 = §a LOD water has outlines of non-LOD water - depth test issue
value.DH_KNOWN_ISSUES.5 = §a Cloud shadows move a little when really high in the sky - yep
value.DH_KNOWN_ISSUES.1 = §a GTAO, RTAO, and SSGI break on LODs - DH support unimplemented
value.DH_KNOWN_ISSUES.2 = §a fog has little lines on edges - caused by an incapable upsampler
value.DH_KNOWN_ISSUES.3 = §a LOD water has outlines of non-LOD water - depth test issue
value.DH_KNOWN_ISSUES.4 = §a LOD chunks dont load when looking through glass - yeah
option.DISTANT_HORIZONS_SHADOWMAP = §c(BROKEN)§r DH shadowmap support
option.DISTANT_HORIZONS_SHADOWMAP = §c(WORKING, BUT NEEDS TESTING)§r DH shadowmap support
option.DISTANT_HORIZONS_SHADOWMAP.comment = §cTHIS SETTING WILL DESTROY PERFORMANCE§r. set shadow distance to 32 chunks (or more). set shadow resolution to 4096 (or more)
option.TOGGLE_VL_FOG = Toggle Volumetric Fog
option.TOGGLE_VL_FOG.comment = one big button to just turn all the fog off.