remove some unneeded fog code in the main shader program

This commit is contained in:
James Seibel
2023-08-11 18:02:35 -05:00
parent a97d8bb8ee
commit fe05594d45
2 changed files with 11 additions and 11 deletions
@@ -66,7 +66,7 @@ public class LodRenderProgram extends ShaderProgram
// Debug Uniform
public final int whiteWorldUniform;
public final LodFogConfig fogConfig;
private final LodFogConfig fogConfig;
// This will bind VertexAttribute
public LodRenderProgram(LodFogConfig fogConfig) {
@@ -125,9 +125,13 @@ public class LodRenderProgram extends ShaderProgram
}
// If not usable, return a new LodFogConfig to be constructed
public LodFogConfig isShaderUsable() {
public LodFogConfig isShaderUsable() // TODO replace with a config listener, look at LodFogConfig for more info
{
LodFogConfig newConfig = LodFogConfig.generateFogConfig();
if (fogConfig.equals(newConfig)) return null;
if (fogConfig.equals(newConfig))
{
return null;
}
return newConfig;
}
@@ -156,9 +160,8 @@ public class LodRenderProgram extends ShaderProgram
vao.unbindBuffersFromAllBindingPoint();
}
public void fillUniformData(Mat4f combinedMatrix, Color fogColor,
int lightmapBindPoint, int worldHeight, int worldYOffset, int lodDrawDistance,
int vanillaDrawDistance, boolean fullFogMode) {
public void fillUniformData(Mat4f combinedMatrix, int lightmapBindPoint, int worldYOffset, int vanillaDrawDistance)
{
super.bind();
vanillaDrawDistance += 32; // Give it a 2 chunk boundary for near fog.
// uniforms
@@ -229,11 +229,8 @@ public class LodRenderer
Mat4f modelViewProjectionMatrix = RenderUtil.createCombinedModelViewProjectionMatrix(baseProjectionMatrix, baseModelViewMatrix, partialTicks);
/*---------Fill uniform data--------*/
// Fill the uniform data. Note: GL33.GL_TEXTURE0 == texture bindpoint 0
this.shaderProgram.fillUniformData(modelViewProjectionMatrix,
MC_RENDER.isFogStateSpecial() ? this.getSpecialFogColor(partialTicks) : this.getFogColor(partialTicks),
0, MC.getWrappedClientWorld().getHeight(), MC.getWrappedClientWorld().getMinHeight(), RenderUtil.getFarClipPlaneDistanceInBlocks(),
vanillaBlockRenderedDistance, MC_RENDER.isFogStateSpecial());
this.shaderProgram.fillUniformData(modelViewProjectionMatrix, /*Light map = GL_TEXTURE0*/ 0,
MC.getWrappedClientWorld().getMinHeight(), vanillaBlockRenderedDistance);
// Note: Since lightmapTexture is changing every frame, it's faster to recreate it than to reuse the old one.
ILightMapWrapper lightmap = MC_RENDER.getLightmapWrapper();