Renamed stuff so the underWaterFog also applies for other special fog
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@@ -137,9 +137,9 @@ public class LodRenderProgram extends ShaderProgram {
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setUniform(lightMapUniform, lightmapBindPoint);
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}
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public void fillUniformDataForFog(LodFogConfig fogSettings, boolean isUnderWater) {
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public void fillUniformDataForFog(LodFogConfig fogSettings, boolean allFogMode) {
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super.bind();
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if (isUnderWater) {
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if (allFogMode) {
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setUniform(fogEnabledUniform, true);
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setUniform(nearFogEnabledUniform, false);
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setUniform(farFogEnabledUniform, true);
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@@ -268,9 +268,9 @@ public class LodRenderer
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/*---------Fill uniform data--------*/
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// Fill the uniform data. Note: GL33.GL_TEXTURE0 == texture bindpoint 0
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shaderProgram.fillUniformData(modelViewMatrix, projectionMatrix, getTranslatedCameraPos(vbosCenterX, vbosCenterZ),
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MC_RENDER.isFogStateInUnderWater() ? getUnderWaterFogColor(partialTicks) : getFogColor(partialTicks), (int) (MC.getSkyDarken(partialTicks) * 15), 0);
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MC_RENDER.isFogStateSpecial() ? getSpecialFogColor(partialTicks) : getFogColor(partialTicks), (int) (MC.getSkyDarken(partialTicks) * 15), 0);
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// Previous guy said fog setting may be different from region to region, but the fogSettings never changed... soooooo...
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shaderProgram.fillUniformDataForFog(fogSettings, MC_RENDER.isFogStateInUnderWater());
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shaderProgram.fillUniformDataForFog(fogSettings, MC_RENDER.isFogStateSpecial());
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// Note: Since lightmapTexture is changing every frame, it's faster to recreate it than to reuse the old one.
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lightmapTexture.fillData(MC_RENDER.getLightmapTextureWidth(), MC_RENDER.getLightmapTextureHeight(), MC_RENDER.getLightmapPixels());
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@@ -382,9 +382,9 @@ public class LodRenderer
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return fogColor;
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}
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private Color getUnderWaterFogColor(float partialTicks)
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private Color getSpecialFogColor(float partialTicks)
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{
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return MC_RENDER.getUnderWaterFogColor(partialTicks);
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return MC_RENDER.getSpecialFogColor(partialTicks);
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}
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/**
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+3
-4
@@ -55,11 +55,9 @@ public interface IMinecraftRenderWrapper
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Color getFogColor(float partialTicks);
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default Color getUnderWaterFogColor(float partialTicks) {return getFogColor(partialTicks);}
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default Color getSpecialFogColor(float partialTicks) {return getFogColor(partialTicks);}
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default boolean isFogStateInUnderWater() {
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return false;
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}
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boolean isFogStateSpecial();
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Color getSkyColor();
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@@ -123,5 +121,6 @@ public interface IMinecraftRenderWrapper
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// Try and disable vanilla fog. Return true if successful, or false if not able to.
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boolean tryDisableVanillaFog();
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}
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