diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 532bb12..b4e4446 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -366,7 +366,11 @@ void main() { #if defined POM && (defined WORLD && !defined ENTITIES && !defined HAND || defined COLORWHEEL) // vec2 tempOffset=offsets[framemod8]; - adjustedTexCoord = fract(texcoord.st)*texcoordam.pq+texcoordam.st; + + #ifndef COLORWHEEL + adjustedTexCoord = fract(texcoord.st)*texcoordam.pq+texcoordam.st; + #endif + // vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0)); vec3 viewVector = normalize(tbnMatrix*fragpos); float dist = length(playerpos); diff --git a/shaders/dimensions/all_solid.gsh b/shaders/dimensions/all_solid.gsh index 044c0a3..516ab99 100644 --- a/shaders/dimensions/all_solid.gsh +++ b/shaders/dimensions/all_solid.gsh @@ -131,7 +131,7 @@ void main() { vec4 vertex = gl_in[i].gl_Position; #if !defined ENTITIES && !defined HAND - vertex = toClipSpace3(mat3(gbufferModelView) * (vec3(vertex) + vec3(0.0, 0.0, 0.0)) + gbufferModelView[3].xyz); + vertex = toClipSpace3(mat3(gbufferModelView) * vec3(vertex) + gbufferModelView[3].xyz); #endif gl_Position = vertex; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 9e10a3a..efeb38b 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 4.1.0 + value.SHADER_VERSION_LABEL.482 = 4.1.1 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato