diff --git a/src/client/java/su/divan2000/veila/client/render/PostProcessingManager.java b/src/client/java/su/divan2000/veila/client/render/PostProcessingManager.java index 0dd3353..62137a1 100644 --- a/src/client/java/su/divan2000/veila/client/render/PostProcessingManager.java +++ b/src/client/java/su/divan2000/veila/client/render/PostProcessingManager.java @@ -34,7 +34,7 @@ public class PostProcessingManager { private static int scaledTexture; private static int scaledWidth; private static int scaledHeight; - private static final float scale = 0.5f; + private static final float scale = 0.333f; private static final Matrix4f projection = new Matrix4f(); private static final Matrix4f inverseProjection = new Matrix4f(); diff --git a/src/client/java/su/divan2000/veila/client/render/fog/FogBlockRegistry.java b/src/client/java/su/divan2000/veila/client/render/fog/FogBlockRegistry.java index 6fd6195..e9a2dd0 100644 --- a/src/client/java/su/divan2000/veila/client/render/fog/FogBlockRegistry.java +++ b/src/client/java/su/divan2000/veila/client/render/fog/FogBlockRegistry.java @@ -102,6 +102,7 @@ public final class FogBlockRegistry { // Waterlogged уже обработан в getPackedProperties if (!state.getFluidState().isEmpty()) return true; // лава и другие жидкости if (state.isIn(BlockTags.LEAVES)) return false; + if (state.getBlock() == Blocks.MANGROVE_ROOTS) return false; return state.blocksMovement(); } } \ No newline at end of file diff --git a/src/client/java/su/divan2000/veila/client/render/fog/FogEnvironmentContext.java b/src/client/java/su/divan2000/veila/client/render/fog/FogEnvironmentContext.java index c9626da..cb9cedd 100644 --- a/src/client/java/su/divan2000/veila/client/render/fog/FogEnvironmentContext.java +++ b/src/client/java/su/divan2000/veila/client/render/fog/FogEnvironmentContext.java @@ -85,7 +85,7 @@ public final class FogEnvironmentContext { smoothRain = lerp(smoothRain, rainFactor, lerpSpeed * 2.0f); fogDayRandom = rawFogDayRandom; - heightFadeMax = rawHeightFadeMax; // Не сглаживаем, постоянен в течение дня + heightFadeMax = rawHeightFadeMax + rain*100; // Не сглаживаем, постоянен в течение дня emissionMultiplier = smoothEmission; targetDensityMultiplier = smoothTargetDensity;