workaround for full alpha vanilla emissives

This commit is contained in:
Xonk
2024-05-09 19:35:51 -04:00
parent 56389b9eef
commit 8c5c26abde
2 changed files with 2 additions and 2 deletions

View File

@ -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