world border: remove camera offset

This breaks it even harder…
This commit is contained in:
Bixilon 2023-05-24 19:42:39 +02:00
parent 592b22db76
commit a3deac5df0
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GPG Key ID: 5CAD791931B09AC4
2 changed files with 2 additions and 6 deletions

View File

@ -15,7 +15,6 @@ package de.bixilon.minosoft.gui.rendering.world.border
import de.bixilon.kotlinglm.func.common.clamp
import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec2.Vec2d
import de.bixilon.kutil.latch.CountUpAndDownLatch
import de.bixilon.kutil.time.TimeUtil.millis
import de.bixilon.minosoft.data.registries.identified.Namespaces.minosoft
@ -75,7 +74,7 @@ class WorldBorderRenderer(
}
val textureOffset = (offsetReset - time) / ANIMATION_SPEED.toFloat()
shader.textureOffset = 1.0f - textureOffset
shader.cameraHeight = (context.connection.camera.entity.renderInfo.eyePosition.y - context.camera.offset.offset.y).toFloat()
shader.cameraHeight = context.connection.camera.entity.renderInfo.eyePosition.y.toFloat()
val distance = border.getDistanceTo(context.connection.player.physics.position).toFloat()
val strength = 1.0f - (distance.clamp(0.0f, 100.0f) / 100.0f)
@ -87,8 +86,7 @@ class WorldBorderRenderer(
color = color.with(alpha = (strength * strength))
shader.tintColor = color
shader.radius = border.diameter.toFloat() / 2.0f
val offset = context.camera.offset.offset
shader.center = Vec2(border.center - Vec2d(offset.x, offset.z))
shader.center = Vec2(border.center)
}
override fun drawTranslucent() {

View File

@ -25,7 +25,6 @@ uniform float uCameraHeight;
flat out uint finTextureIndex;
out vec3 finTextureCoordinates;
out vec3 finFragmentPosition;
#include "minosoft:uv"
@ -43,7 +42,6 @@ void main() {
position.x += uCenter.x;
position.z += uCenter.y;
gl_Position = uViewProjectionMatrix * vec4(position, 1.0f);
finFragmentPosition = position;
finTextureIndex = uIndexLayer >> 28u;
vec2 uv = CONST_UV[floatBitsToUint(uvIndex)];