diff --git a/shaders/dimensions/DH_translucent.fsh b/shaders/dimensions/DH_translucent.fsh index ebb1f42..aa852fb 100644 --- a/shaders/dimensions/DH_translucent.fsh +++ b/shaders/dimensions/DH_translucent.fsh @@ -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; diff --git a/shaders/dimensions/DH_translucent.vsh b/shaders/dimensions/DH_translucent.vsh index e41f50f..516a2f7 100644 --- a/shaders/dimensions/DH_translucent.vsh +++ b/shaders/dimensions/DH_translucent.vsh @@ -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); diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 954161a..f3ac550 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -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); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index b90011c..b09e6f6 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -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. \ No newline at end of file