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Comments (3)

BruceKnowsHow avatar BruceKnowsHow commented on May 30, 2024

Try adding the entries between 8 and 9

from ebin-shaders.

stardustrider avatar stardustrider commented on May 30, 2024

Just tried, but didn't work. Here's the file itself:

`float GetMaterialIDs(int mc_ID) { // Gather material masks
#if defined gbuffers_hand
return 5.0;
#endif

float materialID;

switch(mc_ID) {
	case 31:                     // Tall Grass
	case 37:                     // Dandelion
	case 38:                     // Rose
	case 59:                     // Wheat
	case 83:                     // Sugar Cane
	case 141:                    // Carrot
	case 142:                    // Potatoes
	case 175:                    // Double Tall Grass
	case 18:                     // Generic leaves
	case 106:                    // Vines
	case 161:                    // New leaves
		materialID = 2.0; break; // Translucent
	case 8:
	case 377:
	case 378:
	case 379:
	case 380:
	case 707:
	case 708:
	case 709:
	case 710:
	case 1259:
	case 1260:
	case 1278:
	case 1279:
	case 1280:
	case 1281:
	case 1282:
	case 1480:
	case 1904:
	case 1905:
	case 1906:
	case 1907:
	case 1908:
	case 1909:
	case 1910:
	case 1911:
	case 1914:
	case 1915:
	case 1919:
	case 2242:
	case 2243:
	case 2244:
	case 2245:
	case 2246:
	case 2247:
	case 2248:
	case 2786:
	case 2787:
	case 2788:
	case 3584:
	case 3585:
	case 3586:
	case 3587:
	case 3588:
	case 3589:
	case 3590:
	case 3591:
	case 3592:
	case 3593:
	case 3594:
	case 3595:
	case 3596:
	case 3597:
	case 3598:
	case 3599:
	case 3600:
	case 3684:
	case 3685:
	case 3686:
	case 3687:
	case 3688:
	case 3689:
	case 3690:
	case 3691:
	case 3692:
	case 3693:
	case 3694:
	case 3695:
	case 3696:
	case 3697:
	case 3698:
	case 3699:
	case 3700:
	case 3701:
	case 3702:
	case 3703:
	case 3704:
	case 3705:
	case 3706:
	case 3707:
	case 3708:
	case 3709:
	case 3710:
	case 3711:
	case 3712:
	case 3713:
	case 3714:
	case 3715:
	case 3716:
	case 3717:
	case 9:
		materialID = 4.0; break; // Water
	default:
		materialID = 1.0;
}

return materialID;

}
`

from ebin-shaders.

BruceKnowsHow avatar BruceKnowsHow commented on May 30, 2024

The materialID wasn't being used to determine water later in the shader, I believe I fixed with a recent commit, but you should try it out.

from ebin-shaders.

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