Possible sky rendering fix with optifine and immersive portals

This commit is contained in:
paulevsGitch 2021-07-16 13:11:00 +03:00
parent a07f271866
commit 193fc41fb7

View file

@ -60,7 +60,6 @@ public class LevelRendererMixin {
private static float time3;
private static float blind02;
private static float blind06;
private static boolean directOpenGL = false;
@Shadow
@Final
@ -88,8 +87,6 @@ public class LevelRendererMixin {
axis2.normalize();
axis3.normalize();
axis4.normalize();
directOpenGL = FabricLoader.getInstance().isModLoaded("optifabric") || FabricLoader.getInstance().isModLoaded("immersive_portals");
}
@Inject(method = "renderSky", at = @At("HEAD"), cancellable = true)
@ -103,17 +100,8 @@ public class LevelRendererMixin {
FogRenderer.levelFogColor();
RenderSystem.enableTexture();
if (directOpenGL) {
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(516, 0.0F);
GL11.glEnable(GL11.GL_BLEND);
RenderSystem.depthMask(false);
}
else {
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
}
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
float blindA = 1F - BackgroundInfo.blindness;
blind02 = blindA * 0.2F;