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gbuffers_armor_glint uses a series of matrix multiplications, but gbuffers_textured uses ftransform. The matrix multiplications introduce precision errors compared to ftransform that cause the vertex depths to be subtly different, which is enough to cause issues with the glint effect. The glint must have the exact same transformations as the content it's being applied to in order to work properly, otherwise issues like this show up.
Reccomended fix: Replace the content of lines 27-29 of gbuffers_armor_glint.vsh with gl_Position = ftransform();
Notably, the overworld is not affected by this issue, only the nether and end. It seems like this is because the nether and end copy code from the overworld, but aren't updated in sync with the overworld, introducing discrepancies like this. If possible, I'd recommend using the #include system to share code between dimensions to avoid issues like this in the future.
The text was updated successfully, but these errors were encountered:
gbuffers_armor_glint
uses a series of matrix multiplications, butgbuffers_textured
uses ftransform. The matrix multiplications introduce precision errors compared to ftransform that cause the vertex depths to be subtly different, which is enough to cause issues with the glint effect. The glint must have the exact same transformations as the content it's being applied to in order to work properly, otherwise issues like this show up.Reccomended fix: Replace the content of lines 27-29 of gbuffers_armor_glint.vsh with
gl_Position = ftransform();
Notably, the overworld is not affected by this issue, only the nether and end. It seems like this is because the nether and end copy code from the overworld, but aren't updated in sync with the overworld, introducing discrepancies like this. If possible, I'd recommend using the
#include
system to share code between dimensions to avoid issues like this in the future.The text was updated successfully, but these errors were encountered: