fix white beacons colored incorrectly

This commit is contained in:
James Seibel
2026-04-11 12:34:10 -05:00
parent e5dcb0999d
commit 9dbc5ef525
4 changed files with 9 additions and 11 deletions
@@ -41,8 +41,8 @@ void main()
// the DH texture will have white if nothing was written to that pixel.
if (dhColor == vec4(1))
// ignore anything that DH hasn't drawn to
if (dhColor.a == 0.0f)
{
// if not done vanilla clouds will render incorrectly at night
dhColor = combinedMcDhColor;
@@ -56,8 +56,7 @@ void main()
// ignore anything that DH hasn't drawn to
// We don't use DH's depth here because it would prevent the fade from running before DH has loaded
if (dhColor == vec4(1))
if (dhColor.a == 0.0f)
{
// if not done vanilla clouds will render incorrectly at night
dhColor = combinedMcDhColor;
@@ -36,11 +36,11 @@ void main()
vec4 combinedMcDhColor = texture(uMcColorTexture, TexCoord);
// just the DH render pass
vec4 dhColor = texture(uDhColorTexture, TexCoord);
// the DH texture will have white if nothing was written to that pixel.
if (dhColor == vec4(1))
// ignore anything that DH hasn't drawn to
if (dhColor.a == 0.0f)
{
// if not done vanilla clouds will render incorrectly at night
dhColor = combinedMcDhColor;
@@ -52,8 +52,7 @@ void main()
// ignore anything that DH hasn't drawn to
// We don't use DH's depth here because it would prevent the fade from running before DH has loaded
if (dhColor == vec4(1))
if (dhColor.a == 0.0f)
{
// if not done vanilla clouds will render incorrectly at night
dhColor = combinedMcDhColor;