Sodium Reloaded (Unofficial)

Sodium Reloaded (Unofficial)

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ModelPartMixin is braking sharders.

FrederikHeinrich opened this issue ยท 11 comments

commented

Bug Description

Sodium ModelPartMixin is braking the model rendering.

Reproduction Steps

assets\minecraft\shaders\core\rendertype_entity_translucent.vsh

#version 150

#moj_import <light.glsl>
#moj_import <fog.glsl>

in vec3 Position, Normal;
in vec4 Color;
in vec2 UV0;
in ivec2 UV1, UV2;

uniform sampler2D Sampler0, Sampler1, Sampler2;

uniform mat4 ModelViewMat, ProjMat;
uniform int FogShape;

uniform vec3 Light0_Direction, Light1_Direction;

out float vertexDistance;
out vec4 vertexColor, lightMapColor, overlayColor, normal;
out vec2 texCoord0, texCoord1;
out vec3 a, b;

vec3 getCubeSize(int cube) {
    switch(cube) {
        case 2: // Body
        case 3: // Jacket
            return vec3(8, 12, 4);
        case 4: // Arms
        case 5:
        case 6:
        case 7:
            return vec3(3, 12, 4);
        case 8: // Legs
        case 9:
        case 10:
        case 11:
            return vec3(4, 12, 4);

    }

    return vec3(8, 8, 8);
}

vec2 getBoxUV(int cube) {
    switch(cube) {
        case 0: // Head
            return vec2(0, 0);
        case 1: // Hat
            return vec2(32, 0);
        case 2: // Body
            return vec2(16, 16);
        case 3: // Jacket
            return vec2(16, 32);
        case 4: // Right arm
            return vec2(40, 16);
        case 5: // Right sleave
            return vec2(40, 32);
        case 6:
            return vec2(32, 48);
        case 7: // Left Sleeve
            return vec2(48, 48);
        case 8: // Right Leg
            return vec2(0, 16);
        case 9: // Right Pant
            return vec2(0, 32);
        case 10: // Left Leg
            return vec2(16, 48);
        case 11: // Left Pant
            return vec2(0, 48);

    }
    return vec2(0, 0);
}

vec2 getUVOffset(int corner, vec3 cubeSize) {
    vec2 offset, uv;
    switch(corner / 4) {
        case 1: // BOTTOM
            offset = vec2(cubeSize.z + cubeSize.x, 0);
            uv = vec2(cubeSize.x, cubeSize.z);
            break;
        case 4: // LEFT
            offset = vec2(cubeSize.z + cubeSize.x, cubeSize.z);
            uv = vec2(cubeSize.z, cubeSize.y);
            break;
        case 2: // RIGHT
            offset = vec2(0, cubeSize.z);
            uv = vec2(cubeSize.x, cubeSize.y);
            break;
        case 5: // BACK
            offset = vec2(2 * cubeSize.z + cubeSize.x, cubeSize.z);
            uv = vec2(cubeSize.z, cubeSize.y);
            break;
        case 0: // TOP
            offset = vec2(cubeSize.z, 0);
            uv = vec2(cubeSize.x, cubeSize.z);
            break;
        case 3: // FRONT
			offset = vec2(cubeSize.z, cubeSize.z);
            uv = vec2(cubeSize.x, cubeSize.y);
            break;
    }

    switch(corner % 4) {
        case 0:
            offset += vec2(uv.x, 0);
            break;
        case 2:
            offset += vec2(0, uv.y);
            break;
        case 3:
            offset += vec2(uv.x, uv.y);
            break;
    }

    return offset;
}

void main() {
    gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

    a = b = vec3(0);
    if(textureSize(Sampler0, 0) == vec2(64, 64) && UV0.y <= 0.25 && (gl_VertexID / 24 != 6 || UV0.x <= 0.5)) {
        switch(gl_VertexID % 4) {
            case 0: a = vec3(UV0, 1); break;
            case 2: b = vec3(UV0, 1); break;
        }
		// 1 3 5 9 11 13 15 17
        int cube = (gl_VertexID / 24) % 24;
        int corner = gl_VertexID % 24;
        vec3 cubeSize = getCubeSize(cube) / 64;
        vec2 boxUV = getBoxUV(cube) / 64;
        vec2 uvOffset = getUVOffset(corner, cubeSize);
        texCoord0 = boxUV + uvOffset;
    } else {
        texCoord0 = UV0;
    }

    // vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
    vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
    vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
    lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
    overlayColor = texelFetch(Sampler1, UV1, 0);
    texCoord1 = UV0;
    normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}```

### Log File

none

### Crash Report

![javaw_BkE8mL25LU](https://github.com/CaffeineMC/sodium-fabric/assets/40861522/d1d5cd5d-5347-435e-88f9-768d5d014a77)
commented

Core-shaders are not supported

commented

Is this even core shader related? Sodium doesn't have an issue with core shaders on entities afaik

commented

Is this even core shader related? Sodium doesn't care about core shaders on entities afaik

i disabled CaffeineMC/sodium-fabric/src/main/java/net/caffeinemc/mods/sodium/mixin/features/render/entity/ModelPartMixin.java and it works.
so yes Sodium is messing with the shader handling.

commented

This bug report is very confusing because there is no description of what the bug is. And you didn't attach a log file or a crash report, only a screenshot for which you didn't describe what the problem is.

commented

This bug report is very confusing because there is no description of what the bug is. And you didn't attach a log file or a crash report, only a screenshot for which you didn't describe what the problem is.

the skin part selection is not working correctly.
No crash, No log cuz it is just a visual misbehavior.

commented

What is it supposed to look like? you didn't show anything. Are you sure there isn't a bug in your shader? The first issue I can see is that it uses gl_VertexID with hardcoded constants which make massive assumptions.

commented

how it look:
javaw_6V0FfXVryM

how it supposed to look:
javaw_3J5ULK7hiW

commented

are the arms in the wrong direction?

commented

i suspect this is related to the gl_VertexID usage in the code

commented

the head would be the first thing I would notice...
but yes, several parts are wrong. (without sodium it is correct)

commented

This is probably fixed with #2745.