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https://github.com/Ellpeck/ActuallyAdditions.git
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iris compat
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parent
78258dce4e
commit
db1bb6e7eb
4 changed files with 12 additions and 5 deletions
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@ -94,6 +94,9 @@ repositories {
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includeGroup "curse.maven"
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}
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}
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maven {
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url = "https://api.modrinth.com/maven"
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}
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maven { url = 'https://maven.octo-studios.com/releases' }
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}
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@ -110,6 +113,8 @@ dependencies {
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localRuntime "curse.maven:jade-324717:5803666"
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localRuntime "curse.maven:mekanism-268560:5680395"
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localRuntime "maven.modrinth:sodium:mc1.21.1-0.6.0-beta.4-neoforge"
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localRuntime "curse.maven:irisshaders-455508:5873114"
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// Immersive Engineering, mainly for compat datagen
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localRuntime "curse.maven:ie-231951:5828000"
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@ -25,6 +25,7 @@ public class RenderTypes extends RenderType {
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.setOutputState(MAIN_TARGET)
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.setLightmapState(RenderStateShard.LIGHTMAP)
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.setCullState(RenderStateShard.NO_CULL)
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.setShaderState(RenderStateShard.POSITION_COLOR_TEX_LIGHTMAP_SHADER)
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.setShaderState(RenderStateShard.POSITION_COLOR_SHADER)
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.createCompositeState(true));
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}
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@ -37,6 +37,7 @@ public class ParticleBeam extends Particle {
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public BufferBuilder begin(Tesselator tesselator, TextureManager textureManager) {
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RenderSystem.disableCull();
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RenderSystem.enableBlend();
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RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 0.2F);
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
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return tesselator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE);
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}
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@ -234,9 +234,9 @@ public final class AssetUtil {
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int g = (color >> 8) & 0xFF;
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int b = color & 0xFF;
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int a = (int) (alpha * 255);*/
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int r = (int)(((color >> 16) & 0xFF) * alpha);
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int g = (int)(((color >> 8) & 0xFF) * alpha);
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int b = (int)((color & 0xFF) * alpha);
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int r = (int)(((color >> 16) & 0xFF) * alpha * 0.4F);
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int g = (int)(((color >> 8) & 0xFF) * alpha * 0.4F);
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int b = (int)((color & 0xFF) * alpha * 0.4F);
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int a = 255;
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int lightmap = LightTexture.pack(MAX_LIGHT_X, MAX_LIGHT_Y);
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@ -334,7 +334,7 @@ public final class AssetUtil {
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Matrix4f matrix = matrixStack.last().pose();
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RenderSystem.setShader(GameRenderer::getPositionColorLightmapShader);
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RenderSystem.setShader(GameRenderer::getPositionColorShader);
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TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(TextureAtlas.LOCATION_BLOCKS).apply(FORGE_WHITE);
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float minU = sprite.getU0();
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