fix error when floodfill is enabled. fix tiny writing error

This commit is contained in:
Xonk 2025-02-25 18:11:31 -05:00
parent 9df801ed20
commit 8a1bdcb9ca
2 changed files with 3 additions and 3 deletions

View File

@ -70,8 +70,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
uniform mat4 gbufferPreviousModelView; uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition; uniform vec3 previousCameraPosition;
#include "/lib/util.glsl" #include "/lib/util.glsl"
#include "/lib/projections.glsl"
#ifdef OVERWORLD_SHADER #ifdef OVERWORLD_SHADER
#ifdef Daily_Weather #ifdef Daily_Weather
@ -87,6 +87,7 @@ uniform vec3 previousCameraPosition;
#include "/lib/volumetricClouds.glsl" #include "/lib/volumetricClouds.glsl"
#endif #endif
#ifdef IS_LPV_ENABLED #ifdef IS_LPV_ENABLED
uniform int heldItemId; uniform int heldItemId;
uniform int heldItemId2; uniform int heldItemId2;
@ -97,7 +98,6 @@ uniform vec3 previousCameraPosition;
#include "/lib/lpv_render.glsl" #include "/lib/lpv_render.glsl"
#endif #endif
#include "/lib/projections.glsl"
#include "/lib/diffuse_lighting.glsl" #include "/lib/diffuse_lighting.glsl"
#include "/lib/sky_gradient.glsl" #include "/lib/sky_gradient.glsl"

View File

@ -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 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 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; shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz;
vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7); vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7);
float linearDistance = length(shiftedPlayerPos); float linearDistance = length(shiftedPlayerPos);