[my own mod] fluid fade doesnt work when shaders are enabled
what its supposed to look like (no shaders) vs what is looks like with shaders is shown in the attached pics
i tested with complimentary and bsl, both of them caused this issue
does anyone know why this would happen?
https://github.com/AnAwesomGuy/fluidvoidfading/blob/master/src/main/java/de/dafuqs/fluidvoidfading/mixin/SodiumDefaultFluidRendererMixin.java
GitHub
fluidvoidfading/src/main/java/de/dafuqs/fluidvoidfading/mixin/Sodiu...
NeoForge port of DaFuq's FluidVoidFading https://github.com/DaFuqs/FluidVoidFading/ - AnAwesomGuy/fluidvoidfading


14 Replies
please ping on response, thanks
Yo this is a damn sick idea for a mod
I'm going to ping @ims21, see if he has any input on this.
:yes:
Failed ping. Anyways, @IMS
many packs use a feature called
separateAo
(in fact, the only pack I can think of right now that doesn't is Sildur's)
when that's on, the alpha component is the AO value, not the translucency
if a pack uses that feature, it's impossible for this to work sadlyso there's no solution?
😔
sadly no
Aperture might split this correctly again
I’ve made it possible in the API
thanks anyway (for the quick response too)
np
should I still mark as solved
hi there, I'm the one that commissioned @what should my username be? for this mod, is it possible to have iris itself put in support for this? I was told by the complementary dev that it would fix this issue for all shaders, is this possible?
please ping me if you get a chance to reply, I would appreciate it 🙏
This would require every shader pack to rewrite it’s use of the API
Right now, it quite literally just writes AO to color.a
no interface
So this is possible with changes to the API, but the shaderpack would need to rewrite the use of the new API?
yes
Aperture, a new shader loader I’m making, can already do this
Oh that's great, so I should forward this info to the complementary dev? I'll let them know about this