From 8c5c26abde9aad26feffe3e28206a938803cdb0e Mon Sep 17 00:00:00 2001 From: Xonk Date: Thu, 9 May 2024 19:35:51 -0400 Subject: [PATCH] workaround for full alpha vanilla emissives --- shaders/dimensions/all_vanilla_emissives.fsh | 2 +- shaders/dimensions/composite1.fsh | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/shaders/dimensions/all_vanilla_emissives.fsh b/shaders/dimensions/all_vanilla_emissives.fsh index 66fc3e8..cc27bf8 100644 --- a/shaders/dimensions/all_vanilla_emissives.fsh +++ b/shaders/dimensions/all_vanilla_emissives.fsh @@ -62,7 +62,7 @@ void main() { #if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING - if(Albedo.a < 0.102) { discard; return; } + if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 0.01) { discard; return; } float minimumBrightness = 0.5; diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index fb0672c..b41d049 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -1297,7 +1297,7 @@ void main() { float SSS_shadow = ShadowAlpha * Shadows; #ifdef DISTANT_HORIZONS_SHADOWMAP - shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-16),0.0)*5.0,1.0)); + shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-32),0.0)*5.0,1.0)); #endif #ifndef RENDER_ENTITY_SHADOWS