BruceKnowsHow / Ebin-Shaders

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Custom/Additional Water IDs #28

Open stardustrider opened 7 years ago

stardustrider commented 7 years ago

I'm trying to add the Streams (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers) water IDs but the instructions they give don't line up with the Ebin implementation.

I've tried adding the IDs to the Materials.vsh file, as a bunch of case : entries below the 8 and 9, but no luck so far!

BruceKnowsHow commented 7 years ago

Try adding the entries between 8 and 9

stardustrider commented 7 years ago

Just tried, but didn't work. Here's the file itself:

`float GetMaterialIDs(int mc_ID) { // Gather material masks

if defined gbuffers_hand

return 5.0;

endif

float materialID;

switch(mc_ID) {
    case 31:                     // Tall Grass
    case 37:                     // Dandelion
    case 38:                     // Rose
    case 59:                     // Wheat
    case 83:                     // Sugar Cane
    case 141:                    // Carrot
    case 142:                    // Potatoes
    case 175:                    // Double Tall Grass
    case 18:                     // Generic leaves
    case 106:                    // Vines
    case 161:                    // New leaves
        materialID = 2.0; break; // Translucent
    case 8:
    case 377:
    case 378:
    case 379:
    case 380:
    case 707:
    case 708:
    case 709:
    case 710:
    case 1259:
    case 1260:
    case 1278:
    case 1279:
    case 1280:
    case 1281:
    case 1282:
    case 1480:
    case 1904:
    case 1905:
    case 1906:
    case 1907:
    case 1908:
    case 1909:
    case 1910:
    case 1911:
    case 1914:
    case 1915:
    case 1919:
    case 2242:
    case 2243:
    case 2244:
    case 2245:
    case 2246:
    case 2247:
    case 2248:
    case 2786:
    case 2787:
    case 2788:
    case 3584:
    case 3585:
    case 3586:
    case 3587:
    case 3588:
    case 3589:
    case 3590:
    case 3591:
    case 3592:
    case 3593:
    case 3594:
    case 3595:
    case 3596:
    case 3597:
    case 3598:
    case 3599:
    case 3600:
    case 3684:
    case 3685:
    case 3686:
    case 3687:
    case 3688:
    case 3689:
    case 3690:
    case 3691:
    case 3692:
    case 3693:
    case 3694:
    case 3695:
    case 3696:
    case 3697:
    case 3698:
    case 3699:
    case 3700:
    case 3701:
    case 3702:
    case 3703:
    case 3704:
    case 3705:
    case 3706:
    case 3707:
    case 3708:
    case 3709:
    case 3710:
    case 3711:
    case 3712:
    case 3713:
    case 3714:
    case 3715:
    case 3716:
    case 3717:
    case 9:
        materialID = 4.0; break; // Water
    default:
        materialID = 1.0;
}

return materialID;

} `

BruceKnowsHow commented 7 years ago

The materialID wasn't being used to determine water later in the shader, I believe I fixed with a recent commit, but you should try it out.