Immersive portals fix

This commit is contained in:
paulevsGitch 2020-10-24 10:08:44 +03:00
parent 32309cc352
commit eb9fccdfde

View file

@ -51,7 +51,7 @@ public class WorldRendererMixin {
private static Vector3f axis2;
private static Vector3f axis3;
private static float time;
private static boolean optifine = false;
private static boolean directOpenGL = false;
@Shadow
@Final
@ -78,19 +78,18 @@ public class WorldRendererMixin {
axis2.normalize();
axis3.normalize();
optifine = FabricLoader.getInstance().isModLoaded("optifabric");
directOpenGL = FabricLoader.getInstance().isModLoaded("optifabric") || FabricLoader.getInstance().isModLoaded("immersive_portals");
}
@Inject(method = "renderSky", at = @At("HEAD"), cancellable = true)
private void renderBetterEndSky(MatrixStack matrices, float tickDelta, CallbackInfo info) {
if (client.world.getSkyProperties().getSkyType() == SkyProperties.SkyType.END) {
time = (ticks % 360000) * 0.001F;
//if (time > 360) time -= 360;
BackgroundRenderer.setFogBlack();
RenderSystem.enableTexture();
if (optifine) {
if (directOpenGL) {
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(516, 0.0F);
GL11.glEnable(GL11.GL_BLEND);