From 80ed8127f5b8a50f0049a4ea54eed71b7963340b Mon Sep 17 00:00:00 2001 From: Steveplays28 Date: Sat, 14 Oct 2023 14:05:44 +0200 Subject: [PATCH] fix: Fix fog rendering --- .../distanthorizons/core/render/renderer/LodRenderer.java | 4 ++-- .../core/render/renderer/shaders/FogShader.java | 6 +++--- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/LodRenderer.java b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/LodRenderer.java index 77c5a4cbc..24b614564 100644 --- a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/LodRenderer.java +++ b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/LodRenderer.java @@ -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"); diff --git a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java index 87f55d4b6..79c1ccda6 100644 --- a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java +++ b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java @@ -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();