forked from mirrors/cobblemon
Merge branch 'fix/particle-shader' into 'main'
Fix use the default minecraft shader instead of our own ( don't want to make... See merge request cable-mc/cobblemon!2282
This commit is contained in:
@@ -8,7 +8,6 @@
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package com.cobblemon.mod.common.api.snowstorm
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import com.cobblemon.mod.common.client.render.shader.CobblemonShaders
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import com.mojang.blaze3d.platform.GlStateManager
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import com.mojang.blaze3d.systems.RenderSystem
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import com.mojang.blaze3d.vertex.BufferBuilder
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@@ -16,6 +15,7 @@ import com.mojang.blaze3d.vertex.DefaultVertexFormat
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import com.mojang.blaze3d.vertex.Tesselator
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import com.mojang.blaze3d.vertex.VertexFormat
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import net.minecraft.client.particle.ParticleRenderType
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import net.minecraft.client.renderer.GameRenderer
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import net.minecraft.client.renderer.texture.TextureAtlas
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import net.minecraft.client.renderer.texture.TextureManager
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@@ -25,7 +25,7 @@ object ParticleMaterials {
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RenderSystem.enableBlend()
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RenderSystem.enableCull()
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RenderSystem.depthMask(true)
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RenderSystem.setShader { CobblemonShaders.PARTICLE_CUTOUT }
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RenderSystem.setShader { GameRenderer.getParticleShader() }
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RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA)
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return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
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@@ -39,7 +39,7 @@ object ParticleMaterials {
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RenderSystem.enableBlend()
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RenderSystem.disableCull()
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RenderSystem.depthMask(true)
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RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
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RenderSystem.setShader { GameRenderer.getParticleShader() }
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RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE)
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return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
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@@ -53,7 +53,7 @@ object ParticleMaterials {
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RenderSystem.enableBlend()
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RenderSystem.disableCull()
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RenderSystem.depthMask(true)
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RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
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RenderSystem.setShader { GameRenderer.getParticleShader() }
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RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA)
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return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
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@@ -67,7 +67,7 @@ object ParticleMaterials {
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RenderSystem.enableBlend()
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RenderSystem.enableCull()
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RenderSystem.depthMask(true)
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RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
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RenderSystem.setShader { GameRenderer.getParticleShader() }
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RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ZERO)
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return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
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