Fix enchant glint fix so that it looks proper (#1856)

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Eclipse-Sol authored and GitHub committed 2026-06-13 17:28:12 -07:00
1 parent a7fac16d97
commit f92ce1d24e
1 file changed
+2 -2
@@ -25,7 +25,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
* 2. During each glint renderItemIn2D call:
* a. Pre-pass: no color/depth writes, GL_LEQUAL depth test, increment the stencil 1→2
* where depth passes. This determines pixel ownership without corrupting the depth buffer (damn potions...)
* b. Color pass: draw only where stencil == 2, GL_ALWAYS depth test, decrement the stencil
* b. Color pass: draw only where stencil == 2, GL_LEQUAL depth test, decrement the stencil
* 2→1 to reset for the next glint pass.
*
* For the shadow pass, all stencil operations are skipped. Shadow FBOs have no stencil attachment.
@@ -127,7 +127,7 @@ public class MixinItemRenderer_EdgeDepth {
GLStateManager.glColorMask(true, true, true, true);
GLStateManager.glStencilFunc(GL11.GL_EQUAL, 2, 0x03);
GLStateManager.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_DECR);
GLStateManager.glDepthFunc(GL11.GL_ALWAYS);
GLStateManager.glDepthFunc(GL11.GL_LEQUAL);
original.call(tess, minU, minV, maxU, maxV, w, h, thickness);
// Restore state for the next glint renderItemIn2D call