From 8a1bdcb9ca500a61f7314e7bce8aa27cd08b0933 Mon Sep 17 00:00:00 2001 From: Xonk Date: Tue, 25 Feb 2025 18:11:31 -0500 Subject: [PATCH] fix error when floodfill is enabled. fix tiny writing error --- shaders/dimensions/all_particles.fsh | 4 ++-- shaders/lib/diffuse_lighting.glsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index 467957f..e107148 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -70,8 +70,8 @@ flat varying float HELD_ITEM_BRIGHTNESS; uniform mat4 gbufferPreviousModelView; uniform vec3 previousCameraPosition; - #include "/lib/util.glsl" +#include "/lib/projections.glsl" #ifdef OVERWORLD_SHADER #ifdef Daily_Weather @@ -87,6 +87,7 @@ uniform vec3 previousCameraPosition; #include "/lib/volumetricClouds.glsl" #endif + #ifdef IS_LPV_ENABLED uniform int heldItemId; uniform int heldItemId2; @@ -97,7 +98,6 @@ uniform vec3 previousCameraPosition; #include "/lib/lpv_render.glsl" #endif -#include "/lib/projections.glsl" #include "/lib/diffuse_lighting.glsl" #include "/lib/sky_gradient.glsl" diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index 327eadb..d26e3db 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -92,7 +92,7 @@ uniform float centerDepthSmooth; vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in vec3 normal, out vec4 flashLightSpecularData, bool hand){ vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0); - vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos; + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0; + vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0; shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz; vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7); float linearDistance = length(shiftedPlayerPos);