remove unneeded partial ticks from old vanilla fade
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+3
-3
@@ -119,7 +119,7 @@ public class VanillaFadeRenderer
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// render //
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//========//
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public void render(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IClientLevelWrapper level)
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public void render(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, IClientLevelWrapper level)
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{
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int depthTextureId = McLodRenderer.INSTANCE.getActiveDepthTextureId();
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if (depthTextureId == -1)
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@@ -156,7 +156,7 @@ public class VanillaFadeRenderer
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VanillaFadeShader.INSTANCE.frameBuffer = this.fadeFramebuffer;
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VanillaFadeShader.INSTANCE.setProjectionMatrix(mcModelViewMatrix, mcProjectionMatrix);
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VanillaFadeShader.INSTANCE.setLevelMaxHeight(level.getMaxHeight());
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VanillaFadeShader.INSTANCE.render(partialTicks);
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VanillaFadeShader.INSTANCE.render(0);
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// Applying the fade texture is only needed if MC is drawing to their own frame buffer,
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// otherwise we can directly render to their texture
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@@ -167,7 +167,7 @@ public class VanillaFadeRenderer
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FadeApplyShader.INSTANCE.fadeTexture = this.fadeTexture;
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FadeApplyShader.INSTANCE.readFramebuffer = DhFadeShader.INSTANCE.frameBuffer;
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FadeApplyShader.INSTANCE.drawFramebuffer = MC_RENDER.getTargetFramebuffer();
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FadeApplyShader.INSTANCE.render(partialTicks);
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FadeApplyShader.INSTANCE.render(0);
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}
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profiler.pop();
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