floodfill legacy blockId fixes

This commit is contained in:
NULL511 2024-05-02 18:06:40 -04:00
parent 6ec7e0187e
commit d8b5c989e8
4 changed files with 4 additions and 4 deletions

View File

@ -442,7 +442,7 @@ void main() {
Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
}
#endif
else if(blockID == 8 || blockID == 10002)
else if(blockID == 8 || (blockID >= 1200 && blockID < 1300))
{
// IR Absorbsive? Dark.
Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);

View File

@ -267,7 +267,7 @@ void main() {
// if(NameTags > 0) EMISSIVE = 0.9;
// normal block lightsources
if(mc_Entity.x == 10005) EMISSIVE = 0.5;
if(mc_Entity.x >= 1000 && mc_Entity.x < 1200) EMISSIVE = 0.5;
// special cases light lightning and beacon beams...
#ifdef ENTITIES

View File

@ -104,7 +104,7 @@ void main() {
gl_Position.z -= 1e-4;
}
if (mc_Entity.x == 10002) mat = 0.2;
if (mc_Entity.x >= 1200 && mc_Entity.x < 1300) mat = 0.2;
if (mc_Entity.x == 72) mat = 0.5;
#if defined ENTITIES || defined BLOCKENTITIES

View File

@ -226,7 +226,7 @@ void main() {
if (blockId == 8u) gl_Position.w = -1.0;
// color.a = 1.0;
// if(blockId != 10002) color.a = 0.0;
// if((blockID < 1200 || blockID >= 1300)) color.a = 0.0;
// materials = 0.0;