From c2468666f2e7d5d9beb26cbf4fa6a46f01ebfcda Mon Sep 17 00:00:00 2001 From: Xonk Date: Mon, 10 Mar 2025 15:11:05 -0400 Subject: [PATCH] fix accidental disabling of water enter altitude fallback --- shaders/shaders.properties | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 4221eff..50a5731 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -523,10 +523,10 @@ uniform.float.wetnessAmount = smooth(if(rainStrength > 0.01, 3.0, 0.0), 100.0, 1 # using the smooth() function to interpolate to the newest value of eyeAltitude over time, i can make it take a very long time to interpolate. essentially freezing/unfreezing the value in place at any time i need to. # force water surface level to a fixed height if you entered the water from an area in low light levels (caves). if youre above the hardcoded y level, allow it use the current height -variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude - 0.1, SEA_LEVEL), eyeAltitude - 0.1) +variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude, SEA_LEVEL), eyeAltitude) variable.float.freezeTranstion = if(isEyeInWater == 1, 100000000000000.0, 0.0) -uniform.float.waterEnteredAltitude = smooth(eyeAltitude, freezeTranstion, freezeTranstion) +uniform.float.waterEnteredAltitude = smooth(waterEnteredLowLight, freezeTranstion, freezeTranstion) # photon stuff uniform.vec2.view_res = vec2(viewWidth, viewHeight)