Disable vanilla fading when shaders are active

This commit is contained in:
James Seibel
2025-07-07 07:49:36 -05:00
parent b3ebaffa85
commit 24f9dadc58
@@ -584,25 +584,26 @@ public class ClientApi
public void renderFadeOpaque(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
{
// only fade when DH is rendering
if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT)
if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT
// only fade when requested
&& Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() == EDhApiMcRenderingFadeMode.DOUBLE_PASS
// don't fade when Iris shaders are active, otherwise the rendering can get weird
&& !DhApiRenderProxy.INSTANCE.getDeferTransparentRendering())
{
if (Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() == EDhApiMcRenderingFadeMode.DOUBLE_PASS)
{
FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
}
FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
}
}
/** should be called after DH and MC finish rendering so we can smooth the transition between the two */
public void renderFade(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
{
// only fade when DH is rendering
if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT)
if (Config.Client.Advanced.Debugging.rendererMode.get() == EDhApiRendererMode.DEFAULT
// only fade when requested
&& Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() != EDhApiMcRenderingFadeMode.NONE
// don't fade when Iris shaders are active, otherwise the rendering can get weird
&& !DhApiRenderProxy.INSTANCE.getDeferTransparentRendering())
{
// fade if any level fading is active
if (Config.Client.Advanced.Graphics.Quality.vanillaFadeMode.get() != EDhApiMcRenderingFadeMode.NONE)
{
FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
}
FadeRenderer.INSTANCE.render(mcModelViewMatrix, mcProjectionMatrix, partialTicks, level);
}
}