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Various fixes to the ordering of entity rendering
- Fixes IrisShaders#325 - Caused by clothes being drawn before skin - Fixes IrisShaders#586 - Caused by transparent entities not being part of depthtex1 / depthtex2 - This was an intentional change meant to allow shader packs to handle translucency better, but given the lack of a gbuffers_entities_translucent program, only caused issues. This approach will be revisited in the future. - Fixes IrisShaders#524 - This was caused by the water mask being drawn before translucent entity content. - Might help with IrisShaders#346 - I imagine this is similar to IrisShaders#586
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src/main/java/net/coderbot/iris/fantastic/BlendingStateHolder.java
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package net.coderbot.iris.fantastic; | ||
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public interface BlendingStateHolder { | ||
boolean hasBlend(); | ||
TransparencyType getTransparencyType(); | ||
} |
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src/main/java/net/coderbot/iris/fantastic/TransparencyType.java
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package net.coderbot.iris.fantastic; | ||
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public enum TransparencyType { | ||
/** | ||
* Opaque, non transparent content. | ||
*/ | ||
OPAQUE, | ||
/** | ||
* Generally transparent / translucent content. | ||
*/ | ||
GENERAL_TRANSPARENT, | ||
/** | ||
* Enchantment glint and crumbling blocks | ||
* These *must* be rendered after their corresponding opaque / transparent parts. | ||
*/ | ||
DECAL, | ||
/** | ||
* Water mask, must be drawn after all other things. | ||
* Prevents water from appearing inside of boats. | ||
*/ | ||
WATER_MASK | ||
} |
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src/main/java/net/coderbot/iris/layer/WrappableRenderLayer.java
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package net.coderbot.iris.layer; | ||
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import net.minecraft.client.render.RenderLayer; | ||
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public interface WrappableRenderLayer { | ||
/** | ||
* Returns the underlying wrapped RenderLayer. Might return itself if this RenderLayer doesn't wrap anything. | ||
*/ | ||
RenderLayer unwrap(); | ||
} |
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