turn culling back on (oopsi doopsi). fix up shaders.properties so DH stuff toggle correct.

This commit is contained in:
Xonk
2024-02-06 20:04:11 -05:00
parent a80ee1b12e
commit f2a04b61e5
5 changed files with 64 additions and 117 deletions

View File

@ -353,14 +353,15 @@ void main() {
gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, min(max(1.0 - length(pos.xz)/far,0.0)*2.0,1.0) );
float material = 1.0;
if(texture2D(depthtex1, gl_FragCoord.xy*texelSize).x < 1.0){
gl_FragData[0].a = 0.0;
material = 0.0;
}
// gl_FragData[0] = vec4(ld(texture2D(depthtex0, gl_FragCoord.xy*texelSize).x) * vec3(1.0), 1.0);
// if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
#endif
gl_FragData[1] = vec4(Albedo, material);
}