Fix "fog" rendering when underwater with Iris
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+21
-6
@@ -180,6 +180,24 @@ public class LodRenderer
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renderBufferHandler.buildRenderList(renderParams);
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}
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boolean renderFog;
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Boolean apiFogOverride = Config.Client.Advanced.Graphics.Fog.enableDhFog.getApiValue();
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if (apiFogOverride != null)
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{
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// use whatever the API dictates if set
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// (this could cause issues when underwater if a shader or something
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// doesn't add their own, but that's relatively unlikely)
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renderFog = apiFogOverride;
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}
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else
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{
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renderFog = Config.Client.Advanced.Graphics.Fog.enableDhFog.get();
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// allow enabling fog when: underwater fog, blind, etc.
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// otherwise LODs won't appear correctly
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renderFog |= renderParams.vanillaFogEnabled;
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}
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//endregion
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@@ -249,9 +267,8 @@ public class LodRenderer
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}
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// fog
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if (Config.Client.Advanced.Graphics.Fog.enableDhFog.get()
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// this is done to fix issues with: underwater fog, blindness effect, etc.
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|| renderParams.vanillaFogEnabled)
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if (renderFog)
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{
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profiler.popPush("LOD Fog");
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@@ -300,9 +317,7 @@ public class LodRenderer
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this.renderTerrain(this.terrainRenderer, renderBufferHandler, renderParams, /*opaquePass*/ false, profiler);
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if (Config.Client.Advanced.Graphics.Fog.enableDhFog.get()
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// this is done to fix issues with: underwater fog, blindness effect, etc.
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|| renderParams.vanillaFogEnabled)
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if (renderFog)
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{
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profiler.popPush("LOD Fog");
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