Fix ice rendering with DH chunk fade

This commit is contained in:
Merlin1809 committed 2025-04-11 02:39:52 +02:00
1 parent 5915632539
commit 54fbd67bcc
1 file changed
+19 -5
+19 -5
View File
@@ -454,7 +454,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
gl_FragData[0].a = 0.0;
}
#ifdef DH_CHUNK_FADING
#if defined DISTANT_HORIZONS
@@ -780,13 +779,28 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
#if OVERDRAW_MAX_DISTANCE == 0
float maxOverdrawDistance = far;
#ifdef DH_CHUNK_FADING
float maxOverdrawDistance = far * 4;
#else
float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
#if OVERDRAW_MAX_DISTANCE == 0
float maxOverdrawDistance = far;
#else
float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
#endif
#endif
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > clamp(far-16*4, 16, maxOverdrawDistance) && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
#ifdef DH_CHUNK_FADING
float farmod = far * 4 + 16;
#else
float farmod = far ;
#endif
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > clamp(farmod-16*4, 16, maxOverdrawDistance) && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
if(WATER) {
gl_FragData[0].a = 0.0;