From 0f15ed98732d5b09b31f34d731d2591d05e85e86 Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Thu, 4 Sep 2025 21:01:13 +0200 Subject: [PATCH] Potentially fix a compile error --- shaders/block.properties | 2 +- shaders/dimensions/all_translucent.vsh | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/shaders/block.properties b/shaders/block.properties index 800c8f3..c4235f4 100644 --- a/shaders/block.properties +++ b/shaders/block.properties @@ -178,7 +178,7 @@ conquest:light_cracked_dirt conquest:light_cracked_dirt_corner_slab conquest:lig ## grass uwu block.85=minecraft:grass_block:snowy=false \ -conquest:grass_block_corner_slab conquest:grass_block_eighth_slab conquest:grass_block_layer conquest:grass_block_quarter_slab conquest:grass_block_stairs conquest:grass_block_vertical_corner conquest:grass_block_vertical_corner_slab conquest:grass_block_vertical_quarter conquest:grass_block_vertical_slab conquest:grass_covered_limestone conquest:grass_covered_limestone_stairs conquest:grass_covered_limestone_vertical_corner conquest:grass_covered_limestone_vertical_quarter conquest:grass_covered_limestone_vertical_slab conquest:clover_covered_grass conquest:clover_covered_grass_corner_slab conquest:clover_covered_grass_eighth_slab conquest:clover_covered_grass_layer conquest:clover_covered_grass_quarter_slab conquest:clover_covered_grass_stairs conquest:clover_covered_grass_vertical_corner conquest:clover_covered_grass_vertical_corner_slab conquest:clover_covered_grass_vertical_quarter conquest:clover_covered_grass_vertical_slab conquest:taiga_grass conquest:taiga_grass_corner_slab conquest:taiga_grass_eighth_slab conquest:taiga_grass_layer conquest:taiga_grass_quarter_slab conquest:taiga_grass_stairs conquest:taiga_grass_vertical_corner conquest:taiga_grass_vertical_corner_slab conquest:taiga_grass_vertical_quarter conquest:taiga_grass_vertical_slab conquest:mossy_sandstone_debris conquest:mossy_sandstone_debris_stairs conquest:mossy_sandstone_debris_layer conquest:\ +conquest:grass_block_corner_slab conquest:grass_block_eighth_slab conquest:grass_block_layer conquest:grass_block_quarter_slab conquest:grass_block_stairs conquest:grass_block_vertical_corner conquest:grass_block_vertical_corner_slab conquest:grass_block_vertical_quarter conquest:grass_block_vertical_slab conquest:grass_covered_limestone conquest:grass_covered_limestone_stairs conquest:grass_covered_limestone_vertical_corner conquest:grass_covered_limestone_vertical_quarter conquest:grass_covered_limestone_vertical_slab conquest:clover_covered_grass conquest:clover_covered_grass_corner_slab conquest:clover_covered_grass_eighth_slab conquest:clover_covered_grass_layer conquest:clover_covered_grass_quarter_slab conquest:clover_covered_grass_stairs conquest:clover_covered_grass_vertical_corner conquest:clover_covered_grass_vertical_corner_slab conquest:clover_covered_grass_vertical_quarter conquest:clover_covered_grass_vertical_slab conquest:taiga_grass conquest:taiga_grass_corner_slab conquest:taiga_grass_eighth_slab conquest:taiga_grass_layer conquest:taiga_grass_quarter_slab conquest:taiga_grass_stairs conquest:taiga_grass_vertical_corner conquest:taiga_grass_vertical_corner_slab conquest:taiga_grass_vertical_quarter conquest:taiga_grass_vertical_slab conquest:mossy_sandstone_debris conquest:mossy_sandstone_debris_stairs conquest:mossy_sandstone_debris_layer \ ####### ----- lightsources ----- ####### diff --git a/shaders/dimensions/all_translucent.vsh b/shaders/dimensions/all_translucent.vsh index f3d43f4..8939830 100644 --- a/shaders/dimensions/all_translucent.vsh +++ b/shaders/dimensions/all_translucent.vsh @@ -98,7 +98,7 @@ vec4 toClipSpace3(vec3 viewSpacePosition) { float getWave (vec3 pos, float range){ // return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/150.0).b,2.0) * WATER_WAVE_STRENGTH * range; - return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/125.0).r,5.0) * WATER_WAVE_STRENGTH * range; + return pow(1.0-texture2D(noisetex, (pos.xz + frameTimeCounter * WATER_WAVE_SPEED)/125.0).r,5.0) * min(WATER_WAVE_STRENGTH, 1.0) * range; } vec3 getWaveNormal(vec3 posxz, float range){