shader-toolkit
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Sign text is not discarded if it's in the control pixels in sun-position
I was able to fix this by adding the shaders in the attached zip. Not sure how robust this is tho, as I know vertexDistance likes to change based on resolution. I think you could leave that part out, as none of the important texts ever reach the bottom of the screen, but who knows.
Also breaks on entity names due to text_see_through
Also problems when entities are beyond the fog distance, since you do a lot of if (vertexDistance < FogEnd) discardControlGLPos
Not sure why the check is there
yes there is a very clean solution, set gl_fragdepth to -1 (or 0, i forgot) for your control pixel. Then you don't need discards in all the other shaders unless they bypass depth check (which afaik only sky shader does). I do this now in my newer shaders but haven't update the ones here yet. Thanks for reminding me.