workaround for full alpha vanilla emissives

This commit is contained in:
Xonk 2024-05-09 19:35:51 -04:00
parent 56389b9eef
commit 8c5c26abde
2 changed files with 2 additions and 2 deletions

View File

@ -62,7 +62,7 @@ void main() {
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING #if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
if(Albedo.a < 0.102) { discard; return; } if(Albedo.a < 0.102 || dot(Albedo.rgb, vec3(0.33333)) < 0.01) { discard; return; }
float minimumBrightness = 0.5; float minimumBrightness = 0.5;

View File

@ -1297,7 +1297,7 @@ void main() {
float SSS_shadow = ShadowAlpha * Shadows; float SSS_shadow = ShadowAlpha * Shadows;
#ifdef DISTANT_HORIZONS_SHADOWMAP #ifdef DISTANT_HORIZONS_SHADOWMAP
shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-16),0.0)*5.0,1.0)); shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / min(shadowDistance, far-32),0.0)*5.0,1.0));
#endif #endif
#ifndef RENDER_ENTITY_SHADOWS #ifndef RENDER_ENTITY_SHADOWS