fix: Fix fog rendering
This commit is contained in:
@@ -391,7 +391,7 @@ public class LodRenderer
|
||||
|
||||
profiler.popPush("LOD Fog");
|
||||
FogShader.INSTANCE.setModelViewProjectionMatrix(modelViewProjectionMatrix);
|
||||
//FogShader.INSTANCE.render(partialTicks);
|
||||
FogShader.INSTANCE.render(partialTicks);
|
||||
|
||||
//DarkShader.INSTANCE.render(partialTicks); // A test shader to make the world darker
|
||||
|
||||
@@ -408,7 +408,7 @@ public class LodRenderer
|
||||
this.bufferHandler.renderTransparent(this);
|
||||
GL32.glDepthMask(true); // Apparently the depth mask state is stored in the FBO, so glState fails to restore it...
|
||||
|
||||
//FogShader.INSTANCE.render(partialTicks);
|
||||
FogShader.INSTANCE.render(partialTicks);
|
||||
}
|
||||
|
||||
drawLagSpikeCatcher.end("LodDraw");
|
||||
|
||||
+3
-3
@@ -26,6 +26,7 @@ import com.seibel.distanthorizons.core.render.fog.LodFogConfig;
|
||||
import com.seibel.distanthorizons.core.render.glObject.GLState;
|
||||
import com.seibel.distanthorizons.core.render.glObject.shader.Shader;
|
||||
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
|
||||
import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
|
||||
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
|
||||
import com.seibel.distanthorizons.core.util.LodUtil;
|
||||
import com.seibel.distanthorizons.core.util.RenderUtil;
|
||||
@@ -103,7 +104,7 @@ public class FogShader extends AbstractShaderRenderer
|
||||
if (this.gDepthMapUniform != -1)
|
||||
{
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE1);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveDepthTextureId());
|
||||
GL32.glUniform1i(this.gDepthMapUniform, 1);
|
||||
}
|
||||
|
||||
@@ -154,8 +155,7 @@ public class FogShader extends AbstractShaderRenderer
|
||||
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveColorTextureId());
|
||||
ScreenQuad.INSTANCE.render();
|
||||
|
||||
state.restore();
|
||||
|
||||
Reference in New Issue
Block a user