I don't know exactly if it's a shader problem, a mod, or something else, but I'll leave it here.
I suppose the light comes from inside the block. Because of which the light doesn't hit the blocks in the same plane. But in reality, this shouldn't be the case. Even the strongest and most directional light will be scattered to one degree or another due to the environment (we're not in a vacuum). I can understand such a mechanic in llamas, where the edges of the block are in the form of a frame, but glowstone (and others), where the outer pixels also glow, no.
A good example of what I mean is the light from glow lichen. And even though it is on the block, its light propagation model is still quite realistic.
In rethinking-voxels shaders, the same problem is underwater, in a normal environment the block is at least visible, but it still doesn't receive point-blank illumination.
I would also like to increase the glow intensity of all blocks. Otherwise, the radius in the hand is 8 blocks, and on the ground 1.8
And so for the early version, everything is very cool. Good luck in the future.
Pc: CPU: rayzen 5-5600x GPU: rxt3060 12gb ram: 16gb win: 10 1920x1080, fov90, default settings: 90-155fps
MC: 1.21.1 fabric sodium mc1.21-0.5.11 iris 1.7.3+1.21 oωo (owo-lib) 0.12.10+1.21 Photonics: A raytracing engine 0.2.4 BSL_v8.2.09 rethinking-voxels_r0.1-beta5
I don't know exactly if it's a shader problem, a mod, or something else, but I'll leave it here.
I suppose the light comes from inside the block. Because of which the light doesn't hit the blocks in the same plane. But in reality, this shouldn't be the case. Even the strongest and most directional light will be scattered to one degree or another due to the environment (we're not in a vacuum). I can understand such a mechanic in llamas, where the edges of the block are in the form of a frame, but glowstone (and others), where the outer pixels also glow, no.
A good example of what I mean is the light from glow lichen. And even though it is on the block, its light propagation model is still quite realistic.
In rethinking-voxels shaders, the same problem is underwater, in a normal environment the block is at least visible, but it still doesn't receive point-blank illumination.
I would also like to increase the glow intensity of all blocks. Otherwise, the radius in the hand is 8 blocks, and on the ground 1.8
And so for the early version, everything is very cool. Good luck in the future.