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Merge pull request #150 from Charterino/1.20
Fix the game crashing because of an invalid cast of AbstractUniform to Uniform
2 parents 785b03e + 7128d3a commit 2f18a6a

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src/main/java/igentuman/nc/client/particle/BlackHoleShaderManager.java

Lines changed: 5 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,6 @@
11
package igentuman.nc.client.particle;
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3+
import com.mojang.blaze3d.shaders.AbstractUniform;
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import com.mojang.blaze3d.shaders.Uniform;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.DefaultVertexFormat;
@@ -63,9 +64,9 @@ public void onRenderWorld(RenderLevelStageEvent event) {
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double distance = Math.sqrt(Math.pow(playerX - blackHoleX, 2)
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+ Math.pow(playerY - blackHoleY, 2)
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+ Math.pow(playerZ - blackHoleZ, 2));
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Uniform radiusUniform = (Uniform) shader.safeGetUniform("BlackholeRadius");
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Uniform distortionUniform = (Uniform) shader.safeGetUniform("DistortionAmount");
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Uniform time = (Uniform) shader.safeGetUniform("Time");
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Uniform radiusUniform = shader.getUniform("BlackholeRadius");
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Uniform distortionUniform = shader.getUniform("DistortionAmount");
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Uniform time = shader.getUniform("Time");
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if (radiusUniform != null) {
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radiusUniform.set(1.3f);
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}
@@ -80,7 +81,7 @@ public void onRenderWorld(RenderLevelStageEvent event) {
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if (distance < 15) {
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RenderSystem.setShader(() -> shader);
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} else {
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RenderSystem.setShader(() -> GameRenderer.getPositionShader());
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RenderSystem.setShader(GameRenderer::getPositionShader);
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}
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}
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}

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