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https://github.com/Merlin1809/Eclipse-Shader.git
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Fix ice rendering with DH chunk fade
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5915632539
commit
54fbd67bcc
1 file changed
+19
-5
@@ -454,7 +454,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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Albedo = vec3(0.0);
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gl_FragData[0].a = 1.0/255.0;
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gl_FragData[0].a = 0.0;
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}
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#ifdef DH_CHUNK_FADING
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#if defined DISTANT_HORIZONS
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@@ -780,13 +779,28 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
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#if OVERDRAW_MAX_DISTANCE == 0
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float maxOverdrawDistance = far;
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#ifdef DH_CHUNK_FADING
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float maxOverdrawDistance = far * 4;
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#else
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float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
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#if OVERDRAW_MAX_DISTANCE == 0
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float maxOverdrawDistance = far;
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#else
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float maxOverdrawDistance = OVERDRAW_MAX_DISTANCE;
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#endif
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#endif
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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;
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#ifdef DH_CHUNK_FADING
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float farmod = far * 4 + 16;
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#else
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float farmod = far ;
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#endif
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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;
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if(WATER) {
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gl_FragData[0].a = 0.0;
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