Porting V

This commit is contained in:
techno-sam
2026-04-04 20:14:52 +02:00
parent db3bce91ca
commit 295d902ce7
3 changed files with 8 additions and 7 deletions
+1 -1
View File
@@ -24,5 +24,5 @@ compatibleVersions=1.21.1
compatibleLoaders=fabric compatibleLoaders=fabric
# mod compat # mod compat
enable_sodium=false enable_sodium=true
enable_axiom=false enable_axiom=false
@@ -4,7 +4,7 @@
in vec4 v_Color; // The interpolated vertex color in vec4 v_Color; // The interpolated vertex color
in vec4 v_TexProj; // The interpolated sky texture coordinates in vec4 v_TexProj; // The interpolated sky texture coordinates
in vec2 v_FragDistance; // The fragment's distance from the camera (cylindrical and spherical) in float v_FragDistance; // The fragment's distance from the camera
in float v_MaterialMipBias; in float v_MaterialMipBias;
in float v_MaterialAlphaCutoff; in float v_MaterialAlphaCutoff;
@@ -12,8 +12,8 @@ in float v_MaterialAlphaCutoff;
uniform sampler2D u_BlockTex; // The block (sky) texture uniform sampler2D u_BlockTex; // The block (sky) texture
uniform vec4 u_FogColor; // The color of the shader fog uniform vec4 u_FogColor; // The color of the shader fog
uniform vec2 u_EnvironmentFog; // The start and end position for environmental fog uniform float u_FogStart; // The starting position of the shader fog
uniform vec2 u_RenderFog; // The start and end position for border fog uniform float u_FogEnd; // The ending position of the shader fog
uniform vec4 u_ColorModulator; uniform vec4 u_ColorModulator;
@@ -46,5 +46,5 @@ void main() {
} }
#endif #endif
fragColor = _linearFog(diffuseColor, v_FragDistance, u_FogColor, u_EnvironmentFog, u_RenderFog); fragColor = _linearFog(diffuseColor, v_FragDistance, u_FogColor, u_FogStart, u_FogEnd);
} }
@@ -16,9 +16,10 @@ out float v_MaterialAlphaCutoff;
#endif #endif
#ifdef USE_FOG #ifdef USE_FOG
out vec2 v_FragDistance; out float v_FragDistance;
#endif #endif
uniform int u_FogShape;
uniform vec3 u_RegionOffset; uniform vec3 u_RegionOffset;
uvec3 _get_relative_chunk_coord(uint pos) { uvec3 _get_relative_chunk_coord(uint pos) {
@@ -38,7 +39,7 @@ void main() {
vec3 position = _vert_position + translation; vec3 position = _vert_position + translation;
#ifdef USE_FOG #ifdef USE_FOG
v_FragDistance = getFragDistance(position); v_FragDistance = getFragDistance(u_FogShape, position);
#endif #endif
// Transform the vertex position into model-view-projection space // Transform the vertex position into model-view-projection space