fix false voxels with block entity

This commit is contained in:
NULL511 2024-06-17 15:25:10 -04:00
parent d5a0c9ddfc
commit 825c1b7f1c

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@ -32,7 +32,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) ((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
) { ) {
if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) { if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
if (blockEntityId > 0) if (blockEntityId > 0 && blockEntityId < 1000)
voxelId = uint(blockEntityId); voxelId = uint(blockEntityId);
} }
else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) { else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {