Add fading to Forge and Neo, fix fading rain, fix old MC compiling
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+25
-1
@@ -126,7 +126,8 @@ public class MixinLevelRenderer
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frameTime = Minecraft.getInstance().getTimer().getRealtimeDeltaTicks();
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#endif
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// only render before solid blocks
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// render LODs
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if (renderType.equals(RenderType.solid()))
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{
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ClientApi.INSTANCE.renderLods(ClientLevelWrapper.getWrapper(this.level), mcModelViewMatrix, mcProjectionMatrix, frameTime);
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@@ -136,6 +137,29 @@ public class MixinLevelRenderer
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ClientApi.INSTANCE.renderDeferredLods(ClientLevelWrapper.getWrapper(this.level), mcModelViewMatrix, mcProjectionMatrix, frameTime);
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}
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// render fade
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// fade rendering needs to happen AFTER_ENTITIES and AFTER_TRANSLUCENT respectively (fabric names)
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// however since this method intjects at the beginning of the rendertype,
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// we need to trigger for the renderType after those passes are done
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if (renderType.equals(RenderType.cutout()))
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{
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ClientApi.INSTANCE.renderFadeOpaque(
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mcModelViewMatrix,
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mcProjectionMatrix,
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frameTime,
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ClientLevelWrapper.getWrapper(this.level)
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);
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}
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else if (renderType.equals(RenderType.tripwire()))
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{
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ClientApi.INSTANCE.renderFade(
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mcModelViewMatrix,
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mcProjectionMatrix,
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frameTime,
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ClientLevelWrapper.getWrapper(this.level)
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);
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}
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if (Config.Client.Advanced.Debugging.lodOnlyMode.get())
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{
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callback.cancel();
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