Made the tile selection box transparent, fixed some syntax errors in the
shaders, and improved break particles.
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parent
01a86a5a1e
commit
2057d78cd0
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@ -101,7 +101,7 @@ public class ParticleBreak extends EntityParticle
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particles[i] = particle;
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}
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still_ypos = 0.0125;
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still_ypos = 1/256.0;
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time = 1000;
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still = 0;
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}
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@ -463,7 +463,7 @@ public class EntityPlayer extends Entity implements
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if(ts.tile.canTileBreak(ts, holding, tool) || ts.tile.canUse(ts))
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{
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Models.TILE_BORDER.setModel(Matrix4.translate(
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new Vec3d(pos.x + 0.5 - ppos.x, 0, pos.y + 0.5 - ppos.z)));
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new Vec3d(pos.x - ppos.x, 0, pos.y - ppos.z)));
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Models.TILE_BORDER.render();
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break;
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@ -38,21 +38,21 @@ public class ModelTileBorder extends Model
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float h = 0.0078125f;
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float f = 0b10;
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float c = 0b101111101111101111;
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float o = 0.5f;
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float o = 0.75f;
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return new float[]
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{
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0-o, h, 0-o, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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1-o, h, 0-o, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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0, h, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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1, h, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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0-o, h, 1-o, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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1-o, h, 1-o, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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0, h, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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1, h, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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0-o, h, 0-o, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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0-o, h, 1-o, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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0, h, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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0, h, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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1-o, h, 0-o, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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1-o, h, 1-o, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, c, f,
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1, h, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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1, h, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, o, c, f,
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};
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}
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@ -255,7 +255,7 @@ public class Chunk implements ClassBdf
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upto = renderEntities(((EntityHoldsEntities) e).getEntities(), particle_pool, upto);
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}
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if(e instanceof EntityParticle && Main.world.isPoolDirty())
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if(e instanceof EntityParticle && particle_pool != null && Main.world.isPoolDirty())
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{
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EntityParticle ep = (EntityParticle)e;
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@ -6,6 +6,6 @@ out vec2 pPos;
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void main()
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{
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gl_Position = new vec4(aPos, 0, 1);
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gl_Position = vec4(aPos, 0, 1);
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pPos = aPos;
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}
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@ -98,7 +98,11 @@ void main()
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* saturation + contrast;
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}
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discard(textureRGB.a == 0 || (do_discard_coords == 1 && (
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pVertex.x < discard_coords.x || pVertex.y < discard_coords.y ||
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pVertex.x > discard_coords.z || pVertex.y > discard_coords.w)));
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if(
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textureRGB.a == 0 || (do_discard_coords == 1 && (
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pVertex.x < discard_coords.x || pVertex.y < discard_coords.y ||
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pVertex.x > discard_coords.z || pVertex.y > discard_coords.w)))
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{
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discard;
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}
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}
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