floodfill dropped item fix; reduce occlusion groups

This commit is contained in:
NULL511
2024-07-20 02:46:18 -04:00
parent ed159c9868
commit c3eae1a2dd
8 changed files with 235 additions and 233 deletions

View File

@ -62,7 +62,7 @@ void main() {
uint mixMask = 0xFFFF;
vec3 tintColor = vec3(1.0);
if (blockId == BLOCK_SSS_WEAK_3) {
if (blockId == BLOCK_SSS_WEAK || blockId == BLOCK_SSS_WEAK_3) {
mixWeight = 1.0;
}
@ -921,7 +921,16 @@ void main() {
// LPV shapes
case BLOCK_LPV_IGNORE:
mixWeight = 1.0;
mixWeight = 1.00;
break;
case BLOCK_LPV_MIN:
mixWeight = 0.75;
break;
case BLOCK_LPV_MED:
mixWeight = 0.50;
break;
case BLOCK_LPV_MAX:
mixWeight = 0.25;
break;
case BLOCK_CARPET:
@ -946,16 +955,6 @@ void main() {
mixWeight = 0.8;
break;
case BLOCK_FENCE:
case BLOCK_FENCE_GATE:
mixWeight = 0.7;
break;
case BLOCK_FLOWER_POT:
mixWeight = 0.7;
break;
case BLOCK_IRON_BARS:
mixWeight = 0.6;
break;
case BLOCK_PRESSURE_PLATE:
mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
mixWeight = 0.9;