feat: water rendering (#13)

* refactor: update water texture

* feat(gameplay): implement transparent block rendering with depth sorting

* fix(world): use camera pos for distance calculations, make water passable

* refactor(player): use ivec3 for block pass check

* feat(camera): add underwater detection

* feat(renderer): add underwater effect with framebuffer post-processing

* feat(block): add gas property and refactor solid block check

* fix(assets): set leaf block transparency to false

* fix(block): set leaf as transparent
This commit is contained in:
zhenyan121
2026-05-30 15:11:40 +08:00
committed by GitHub
parent a0139dd315
commit 2906106597
37 changed files with 393 additions and 69 deletions

View File

@@ -40,7 +40,7 @@ GLuint create_shader_program(const std::string& v_shader_path,
Tools::check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
Logger::error("vertex compilation failed");
Logger::error("fragment compilation failed");
Tools::print_shader_log(f_shader);
ASSERT(0);
}