iris compat

This commit is contained in:
Caffeine 2024-11-05 04:43:29 +01:00
parent 78258dce4e
commit db1bb6e7eb
4 changed files with 12 additions and 5 deletions

View file

@ -94,6 +94,9 @@ repositories {
includeGroup "curse.maven"
}
}
maven {
url = "https://api.modrinth.com/maven"
}
maven { url = 'https://maven.octo-studios.com/releases' }
}
@ -110,6 +113,8 @@ dependencies {
localRuntime "curse.maven:jade-324717:5803666"
localRuntime "curse.maven:mekanism-268560:5680395"
localRuntime "maven.modrinth:sodium:mc1.21.1-0.6.0-beta.4-neoforge"
localRuntime "curse.maven:irisshaders-455508:5873114"
// Immersive Engineering, mainly for compat datagen
localRuntime "curse.maven:ie-231951:5828000"

View file

@ -25,6 +25,7 @@ public class RenderTypes extends RenderType {
.setOutputState(MAIN_TARGET)
.setLightmapState(RenderStateShard.LIGHTMAP)
.setCullState(RenderStateShard.NO_CULL)
.setShaderState(RenderStateShard.POSITION_COLOR_TEX_LIGHTMAP_SHADER)
.setShaderState(RenderStateShard.POSITION_COLOR_SHADER)
.createCompositeState(true));
}

View file

@ -37,6 +37,7 @@ public class ParticleBeam extends Particle {
public BufferBuilder begin(Tesselator tesselator, TextureManager textureManager) {
RenderSystem.disableCull();
RenderSystem.enableBlend();
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 0.2F);
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
return tesselator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE);
}

View file

@ -234,9 +234,9 @@ public final class AssetUtil {
int g = (color >> 8) & 0xFF;
int b = color & 0xFF;
int a = (int) (alpha * 255);*/
int r = (int)(((color >> 16) & 0xFF) * alpha);
int g = (int)(((color >> 8) & 0xFF) * alpha);
int b = (int)((color & 0xFF) * alpha);
int r = (int)(((color >> 16) & 0xFF) * alpha * 0.4F);
int g = (int)(((color >> 8) & 0xFF) * alpha * 0.4F);
int b = (int)((color & 0xFF) * alpha * 0.4F);
int a = 255;
int lightmap = LightTexture.pack(MAX_LIGHT_X, MAX_LIGHT_Y);
@ -334,7 +334,7 @@ public final class AssetUtil {
Matrix4f matrix = matrixStack.last().pose();
RenderSystem.setShader(GameRenderer::getPositionColorLightmapShader);
RenderSystem.setShader(GameRenderer::getPositionColorShader);
TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(TextureAtlas.LOCATION_BLOCKS).apply(FORGE_WHITE);
float minU = sprite.getU0();