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:
Polymeta
2026-05-21 09:51:30 +00:00
@@ -8,7 +8,6 @@
package com.cobblemon.mod.common.api.snowstorm
import com.cobblemon.mod.common.client.render.shader.CobblemonShaders
import com.mojang.blaze3d.platform.GlStateManager
import com.mojang.blaze3d.systems.RenderSystem
import com.mojang.blaze3d.vertex.BufferBuilder
@@ -16,6 +15,7 @@ import com.mojang.blaze3d.vertex.DefaultVertexFormat
import com.mojang.blaze3d.vertex.Tesselator
import com.mojang.blaze3d.vertex.VertexFormat
import net.minecraft.client.particle.ParticleRenderType
import net.minecraft.client.renderer.GameRenderer
import net.minecraft.client.renderer.texture.TextureAtlas
import net.minecraft.client.renderer.texture.TextureManager
@@ -25,7 +25,7 @@ object ParticleMaterials {
RenderSystem.enableBlend()
RenderSystem.enableCull()
RenderSystem.depthMask(true)
RenderSystem.setShader { CobblemonShaders.PARTICLE_CUTOUT }
RenderSystem.setShader { GameRenderer.getParticleShader() }
RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA)
return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
@@ -39,7 +39,7 @@ object ParticleMaterials {
RenderSystem.enableBlend()
RenderSystem.disableCull()
RenderSystem.depthMask(true)
RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
RenderSystem.setShader { GameRenderer.getParticleShader() }
RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE)
return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
@@ -53,7 +53,7 @@ object ParticleMaterials {
RenderSystem.enableBlend()
RenderSystem.disableCull()
RenderSystem.depthMask(true)
RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
RenderSystem.setShader { GameRenderer.getParticleShader() }
RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA)
return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)
@@ -67,7 +67,7 @@ object ParticleMaterials {
RenderSystem.enableBlend()
RenderSystem.enableCull()
RenderSystem.depthMask(true)
RenderSystem.setShader { CobblemonShaders.PARTICLE_BLEND }
RenderSystem.setShader { GameRenderer.getParticleShader() }
RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_PARTICLES)
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ZERO)
return tessellator.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.PARTICLE)