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Beta (#461)
* Beta, maybe * Fixes for entityColor uniform in Iris * Handle Iris Texture input hook properly in GLSM * Iris Entity Fixes * Gbuffer progress * Wire up BlockEntity gbuffer * Move Entity gbuffer to a more appropriate place to avoid reentrancy * Wire up ENTITY_EYES and BEACOM_BEAM * Clean up unused RenderStateShard files * This seems marginally more correct? * Fix shadows from showing on sides of blocks * Remove overlay * yeet * More gl debugging * Grr, fix water textures * Add missed enable checks * Workaround for unset depth texture when using apitrace... Use a WrapOperation instead of an Inject with local capture - it wasn't working in dev w/ mixin debug set * update bs * Fix crosshair rendering with shaders * more final * Disable dynamic lights if shaders are in use * No light when in water * Add Void Particle Option + Mixin cleanup * update bs * less false --------- Co-authored-by: Darren Eberly <darren.eberly@gmail.com> Co-authored-by: Caedis <Caedis@users.noreply.github.com>
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@@ -1,9 +0,0 @@
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package net.coderbot.batchedentityrendering.impl;
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import com.gtnewhorizons.angelica.compat.toremove.DrawState;
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import java.nio.ByteBuffer;
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public interface BufferBuilderExt {
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}
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@@ -1,6 +1,5 @@
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package net.coderbot.batchedentityrendering.impl;
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import com.gtnewhorizons.angelica.compat.toremove.DrawState;
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import com.gtnewhorizons.angelica.compat.toremove.RenderLayer;
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import lombok.Getter;
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@@ -9,12 +8,10 @@ import java.nio.ByteBuffer;
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public class BufferSegment {
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private final ByteBuffer slice;
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@Getter
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private final DrawState drawState;
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private final RenderLayer type;
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public BufferSegment(ByteBuffer slice, DrawState drawState, RenderLayer type) {
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public BufferSegment(ByteBuffer slice, RenderLayer type) {
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this.slice = slice;
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this.drawState = drawState;
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this.type = type;
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}
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