Disable vanilla fading when shaders are active
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@@ -584,25 +584,26 @@ public class ClientApi
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public void renderFadeOpaque(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
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{
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// only fade when DH is rendering
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if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT)
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if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT
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// only fade when requested
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&& Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() == EDhApiMcRenderingFadeMode.DOUBLE_PASS
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// don't fade when Iris shaders are active, otherwise the rendering can get weird
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&& !DhApiRenderProxy.INSTANCE.getDeferTransparentRendering())
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{
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if (Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() == EDhApiMcRenderingFadeMode.DOUBLE_PASS)
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{
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FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
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}
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FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
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}
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}
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/** should be called after DH and MC finish rendering so we can smooth the transition between the two */
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public void renderFade(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
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{
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// only fade when DH is rendering
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if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT)
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if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT
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// only fade when requested
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&& Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() != EDhApiMcRenderingFadeMode.NONE
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// don't fade when Iris shaders are active, otherwise the rendering can get weird
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&& !DhApiRenderProxy.INSTANCE.getDeferTransparentRendering())
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{
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// fade if any level fading is active
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if (Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() != EDhApiMcRenderingFadeMode.NONE)
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{
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FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
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}
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FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
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}
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}
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