Commit ed11e9a
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fix(terrain): restore translucent depth-mask semantics for pass-1 TESR fluids
da83c59 (#85) flipped the translucent terrain pass to writesDepth(true) on the
incorrect premise that vanilla keeps the depth mask on for translucent terrain.
Vanilla 1.12.2 wraps the whole translucent stage (translucent terrain plus the
pass-1 tile-entity re-render) in depthMask(false) (EntityRenderer ~L1539/1564),
so writing depth there makes translucent terrain such as EnderIO tank glass
occlude the tank fluid TESR drawn afterwards — the fluid vanished on both the
fixed-function and shader paths (#58 recurrence).
- VintageRenderPassConfigurationBuilder: translucent pass back to
writesDepth(false); water pass keeps writesDepth(true)
- IrisCeleritasChunkShaderInterface: translucent-semantic passes never write
depth on the main pass (shadow pass and opaque semantics unchanged)
- TerrainRenderPassTest: mirror the real builder configuration for the depth
write policy1 parent 0ed51a2 commit ed11e9a
4 files changed
Lines changed: 42 additions & 9 deletions
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- shader/src/main/java/net/coderbot/iris/celeritas
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- main/java/com/dhj/actinium/render/terrain
- test/java/org/embeddedt/embeddium/impl/render/chunk/terrain
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