new RenderLayer(
layerName,
VertexFormats.POSITION_COLOR_TEXTURE_OVERLAY_LIGHT_NORMAL,
VertexFormat.DrawMode.TRIANGLES,
RenderLayer.DEFAULT_BUFFER_SIZE,
false,
false,
() -> {
RenderSystem.setShader(ShaderProgramKeys.RENDERTYPE_ENTITY_CUTOUT_NO_CULL);
RenderSystem.setShaderTexture(0, textureId);
RenderSystem.enableDepthTest();
RenderSystem.enableCull();
RenderSystem.disableBlend();
RenderSystem.depthMask(true);
},
RenderSystem::enableCull
) {
};
new RenderLayer(
layerName,
VertexFormats.POSITION_COLOR_TEXTURE_OVERLAY_LIGHT_NORMAL,
VertexFormat.DrawMode.TRIANGLES,
RenderLayer.DEFAULT_BUFFER_SIZE,
false,
false,
() -> {
RenderSystem.setShader(ShaderProgramKeys.RENDERTYPE_ENTITY_CUTOUT_NO_CULL);
RenderSystem.setShaderTexture(0, textureId);
RenderSystem.enableDepthTest();
RenderSystem.enableCull();
RenderSystem.disableBlend();
RenderSystem.depthMask(true);
},
RenderSystem::enableCull
) {
};