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);