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@@ -0,0 +1,14 @@
# Description or your *PR* and other info
<!-- Please include a summary of the change -->
<!-- Any details that you think are important to review this PR? -->
<!-- Are there any Issues / PRs related to this one? -->
<!-- Add a screenshot or a video demonstration for new features -->
<details open><summary>Template</summary> <!-- OPEN is intentional -->
### Before submitting a *pull request* make sure you have:
- [ ] Read the [AI Contribution Policy](https://github.com/GTNewHorizons/Angelica/blob/master/AI_POLICY.md)
- [ ] At least [skimmed](https://github.com/GTNewHorizons/Angelica/search?q=is%3Apr&type=Issues) the tracker for similar pull requests
</details>
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@@ -0,0 +1,40 @@
#!/usr/bin/env bash
set -euo pipefail
: "${REPO:?REPO required}"
: "${TAG:?TAG required}"
if [ -z "${DISCORD_WEBHOOK_URL:-}" ]; then
echo "DISCORD_WEBHOOK_URL not set, skipping"
exit 0
fi
if ! release_json=$(gh release view "$TAG" --repo "$REPO" --json body,url,publishedAt 2>&1); then
echo "Could not read release $TAG in $REPO; skipping:"
printf '%s\n' "$release_json"
exit 0
fi
body=$(jq -r '.body // ""' <<<"$release_json")
url=$(jq -r '.url' <<<"$release_json")
ts=$(jq -r '.publishedAt // ""' <<<"$release_json")
[ -n "$ts" ] || ts=$(date -u +%Y-%m-%dT%H:%M:%SZ)
payload=$(jq -n \
--arg title "$TAG" \
--arg url "$url" \
--arg desc "$body" \
--arg ts "$ts" \
'{
embeds: [{
title: ("Angelica " + $title + " released"),
url: $url,
description: (if ($desc | length) > 3900
then $desc[0:3900] + "\n\n...[full changelog](" + $url + ")"
else $desc end),
color: 3066993,
footer: { text: "GitHub Releases" },
timestamp: $ts
}]
}')
curl -fsS -X POST -H "Content-Type: application/json" -d "$payload" "$DISCORD_WEBHOOK_URL"
+19
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@@ -12,3 +12,22 @@ jobs:
release-tags:
uses: GTNewHorizons/GTNH-Actions-Workflows/.github/workflows/release-tags.yml@master
secrets: inherit
notify-discord:
needs: [release-tags]
runs-on: ubuntu-24.04
if: >-
${{ !endsWith(github.ref_name, '-snapshot')
&& !contains(github.event.head_commit.message, '[snapshot]')
&& !endsWith(github.ref_name, '-pre') }}
steps:
- name: Checkout
uses: actions/checkout@v5
- name: Announce release to Discord
shell: bash
env:
DISCORD_WEBHOOK_URL: ${{ secrets.DISCORD_RELEASE_WEBHOOK_URL }}
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
REPO: ${{ github.repository }}
TAG: ${{ github.ref_name }}
run: bash .github/scripts/announce-release.sh
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@@ -0,0 +1,55 @@
# AI Usage Policy
This project has strict rules for AI usage:
* **The human-in-the-loop must fully understand all code.** If you
can't explain what your changes do and how they interact with the
greater system without the aid of AI tools, do not contribute
those changes.
* **Issues and discussions can use AI assistance but must have a full
human-in-the-loop.** This means that any content generated with AI
must have been reviewed *and edited* by a human before submission.
The author must do their research and trim this down.
* **No AI-generated media is allowed (textures, videos, audio, etc.).**
Text and code are the only acceptable AI-generated content, per the
other rules in this policy.
* **Commit messages, PR descriptions must read in your own voice.**
No AI-authored or AI co-authored commits, including Co-authored-by AI tags.
* **Only contribute fixes for bugs you have personally hit in-game.**
If you haven’t experienced or reproduced a bug firsthand, and don’t
already know the relevant code well, don’t throw AI at it and forward it to us.
Patches written for problems the author never actually experienced themselves
tend to fix the wrong thing and/or produce another.
* **The voice and intent of written content must be yours.**
For documentation and especially quests, the tone and the point you're trying to make
has to come from you, not an AI. Use AI to help with phrasing or cleanup if you like,
but if the substance and voice aren't yours, don't contribute it.
* **Bad AI use may be blocked.** People who produce bad contributions
that are clearly AI (slop) may be blocked from making future contributions.
We love to help junior developers learn and grow, but if you're interested
in that, don't use AI and we'll help you. We're sorry that bad AI
users have ruined this for you.
## There are Humans Here
Please remember that this project is maintained by humans.
Every discussion, issue, and pull request is read and reviewed by
humans (and sometimes machines, too). It is a boundary point at which
people interact with each other and work is done. It is rude and
disrespectful to approach this boundary with low-effort, unqualified
work, since it puts the burden of validation on the maintainer.
In a perfect world, AI would produce high-quality, accurate work
every time. But today, that reality depends on the user of the AI.
And today, many users of AI do not use it well. So, until that
changes, we need to have strict rules to protect maintainers.
Based on https://github.com/ghostty-org/ghostty/blob/main/AI_POLICY.md
+1 -1
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@@ -83,7 +83,7 @@ dependencies {
shadowImplementation("net.minecraftforge:eventbus:7.0-beta.15")
shadowImplementation("org.anarres:jcpp:1.4.14") // Apache 2.0
shadowImplementation("org.taumc:glsl-transformation-lib:0.2.0-32.g7dd88a4-GTNH") {
shadowImplementation("org.taumc:glsl-transformation-lib:0.2.0-33.g3ec381e") {
exclude module: "antlr4" // we only want to shadow the runtime module
}
shadowImplementation("org.antlr:antlr4-runtime:4.13.2")
@@ -59,7 +59,10 @@ public class CompatUniformManager {
static final int MAT_FIELDS = 5;
static final int LOC_MAT_BASE = LOC_LIGHT_BASE + 2 * LIGHT_FIELDS; // 43
static final int LOC_COUNT = LOC_MAT_BASE + MAT_FIELDS; // 48
static final int LOC_IRIS_MODELVIEW_INVERSE = LOC_MAT_BASE + MAT_FIELDS; // 48
static final int LOC_IRIS_PROJECTION_INVERSE = LOC_IRIS_MODELVIEW_INVERSE + 1; // 49
static final int LOC_COUNT = LOC_IRIS_PROJECTION_INVERSE + 1; // 50
private static final String[] LIGHT_FIELD_NAMES = {
"ambient", "diffuse", "specular", "position", "halfVector",
@@ -89,6 +92,8 @@ public class CompatUniformManager {
UNIFORM_NAMES[LOC_IRIS_NORMAL] = "iris_NormalMatrix";
UNIFORM_NAMES[LOC_IRIS_LIGHTMAP_TEXTURE_MATRIX] = "iris_LightmapTextureMatrix";
UNIFORM_NAMES[LOC_IRIS_TEXTURE_MATRIX] = "iris_TextureMatrix";
UNIFORM_NAMES[LOC_IRIS_MODELVIEW_INVERSE] = "iris_ModelViewMatrixInverse";
UNIFORM_NAMES[LOC_IRIS_PROJECTION_INVERSE] = "iris_ProjectionMatrixInverse";
UNIFORM_NAMES[LOC_ALPHA_TEST_REF] = "angelica_currentAlphaTest";
UNIFORM_NAMES[LOC_SCENE_COLOR] = "angelica_SceneColor";
UNIFORM_NAMES[LOC_CLIP_PLANES] = "angelica_ClipPlane[0]";
@@ -229,10 +234,15 @@ public class CompatUniformManager {
}
// ModelView Inverse
if (locs[LOC_MODELVIEW_INVERSE] != -1) {
if (locs[LOC_MODELVIEW_INVERSE] != -1 || locs[LOC_IRIS_MODELVIEW_INVERSE] != -1) {
mv.invert(scratchMatrix);
scratchMatrix.get(mat4Buf);
RENDER_BACKEND.uniformMatrix4(locs[LOC_MODELVIEW_INVERSE], false, mat4Buf);
if (locs[LOC_MODELVIEW_INVERSE] != -1) {
RENDER_BACKEND.uniformMatrix4(locs[LOC_MODELVIEW_INVERSE], false, mat4Buf);
}
if (locs[LOC_IRIS_MODELVIEW_INVERSE] != -1) {
RENDER_BACKEND.uniformMatrix4(locs[LOC_IRIS_MODELVIEW_INVERSE], false, mat4Buf);
}
}
}
@@ -266,10 +276,15 @@ public class CompatUniformManager {
}
// Projection Inverse
if (locs[LOC_PROJECTION_INVERSE] != -1) {
if (locs[LOC_PROJECTION_INVERSE] != -1 || locs[LOC_IRIS_PROJECTION_INVERSE] != -1) {
proj.invert(scratchMatrix);
scratchMatrix.get(mat4Buf);
RENDER_BACKEND.uniformMatrix4(locs[LOC_PROJECTION_INVERSE], false, mat4Buf);
if (locs[LOC_PROJECTION_INVERSE] != -1) {
RENDER_BACKEND.uniformMatrix4(locs[LOC_PROJECTION_INVERSE], false, mat4Buf);
}
if (locs[LOC_IRIS_PROJECTION_INVERSE] != -1) {
RENDER_BACKEND.uniformMatrix4(locs[LOC_IRIS_PROJECTION_INVERSE], false, mat4Buf);
}
}
}
@@ -56,6 +56,7 @@ import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Matrix4fc;
import org.joml.Matrix4fStack;
import org.joml.Vector3d;
import org.joml.Vector3f;
@@ -3437,6 +3438,21 @@ public class GLStateManager {
}
}
public static void setModelViewMatrix(Matrix4fc m) {
if (isCachingEnabled()) {
modelViewMatrix.set(m);
mvGeneration++;
mvLinearGeneration++;
}
}
public static void setProjectionMatrix(Matrix4fc m) {
if (isCachingEnabled()) {
projectionMatrix.set(m);
projGeneration++;
}
}
public static Matrix4fStack getMatrixStack() {
switch (matrixMode.getMode()) {
case GL11.GL_MODELVIEW -> {
+1 -1
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@@ -16,7 +16,7 @@ pluginManagement {
}
plugins {
id("com.gtnewhorizons.gtnhsettingsconvention") version ("2.0.25")
id("com.gtnewhorizons.gtnhsettingsconvention") version ("2.0.26")
}
include("glsm")
@@ -25,6 +25,7 @@ public class DeferredDrawBatcher {
@Getter private static boolean active = false;
private static DeferredBatchTessellator batchTessellator;
private static long entryStateKey;
private DeferredDrawBatcher() {}
@@ -41,13 +42,14 @@ public class DeferredDrawBatcher {
batchTessellator.clearRanges();
batchTessellator.setParentTessellator(Tessellator.instance);
batchTessellator.snapshotDefaultModelview();
entryStateKey = captureStateKey();
TessellatorManager.startCapturingDirect(batchTessellator);
}
/**
* Exit deferred mode and flush all captured batches. Groups entries by state key
* and vertex format, issues one draw per unique group. Restores the GL state that
* was active for the last group so vanilla sees consistent state.
* and vertex format, issues one draw per unique group. Restores the bracket's entry
* state so the trailing vanilla Tessellator.draw() renders with the layer atlas.
*/
public static void exitAndFlush() {
active = false;
@@ -56,6 +58,7 @@ public class DeferredDrawBatcher {
if (!ranges.isEmpty()) {
ranges.sort(Comparator.comparingLong(DeferredBatchTessellator.DrawRange::stateKey));
flushSorted(ranges);
applyStateKey(entryStateKey);
}
TessellatorManager.stopCapturingDirect();
@@ -147,7 +150,8 @@ public class DeferredDrawBatcher {
* - fog state (mode, color, start/end — constant for the frame)
*/
static long captureStateKey() {
final int textureId = GLStateManager.getTextures().getTextureUnitBindings(0).getBinding();
final int activeUnit = GLStateManager.getActiveTextureUnit();
final int textureId = GLStateManager.getTextures().getTextureUnitBindings(activeUnit).getBinding();
final int srcRgb = GLStateManager.getBlendState().getSrcRgb();
final int dstRgb = GLStateManager.getBlendState().getDstRgb();
final boolean blendEnabled = GLStateManager.getBlendMode().isEnabled();
@@ -161,6 +161,7 @@ public class DHCompatInternal {
if (((IRenderTargetExt) Minecraft.getMinecraft().getFramebuffer()).iris$getDepthBufferVersion() != cachedVersion) {
cachedVersion = ((IRenderTargetExt) Minecraft.getMinecraft().getFramebuffer()).iris$getDepthBufferVersion();
createDepthTex(Minecraft.getMinecraft().getFramebuffer().framebufferWidth, Minecraft.getMinecraft().getFramebuffer().framebufferHeight);
storedDepthTex = -1;
}
if (storedDepthTex != depthTex && dhTerrainFramebuffer != null) {
storedDepthTex = depthTex;
@@ -31,7 +31,6 @@ import net.coderbot.iris.uniforms.custom.CustomUniforms;
import net.irisshaders.iris.api.v0.IrisApi;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.texture.DynamicTexture;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
@@ -46,12 +45,6 @@ import java.util.Map;
public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgram {
// Uniforms
public final int modelViewUniform;
public final int modelViewInverseUniform;
public final int projectionUniform;
public final int projectionInverseUniform;
public final int normalMatrix3fUniform;
// Fog/Clip Uniforms
private final int id;
private final ProgramUniforms uniforms;
private final CustomUniforms customUniforms;
@@ -62,7 +55,6 @@ public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgra
private final Matrix4f tempModel = new Matrix4f();
private final Matrix4f tempProj = new Matrix4f();
private final Matrix4f tempMat4 = new Matrix4f();
private final Matrix3f tempMat3 = new Matrix3f();
private final int instancedShaderOffsetChunkUniform;
private final int instancedShaderOffsetSubChunkUniform;
@@ -143,12 +135,6 @@ public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgra
GLStateManager.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
GLStateManager.glEnableVertexAttribArray(0);
projectionUniform = tryGetUniformLocation2("iris_ProjectionMatrix");
projectionInverseUniform = tryGetUniformLocation2("iris_ProjectionMatrixInverse");
modelViewUniform = tryGetUniformLocation2("iris_ModelViewMatrix");
modelViewInverseUniform = tryGetUniformLocation2("iris_ModelViewMatrixInverse");
normalMatrix3fUniform = tryGetUniformLocation2("iris_NormalMatrix");
this.instancedShaderOffsetChunkUniform = this.tryGetUniformLocation2("uOffsetChunk");
this.instancedShaderOffsetSubChunkUniform = this.tryGetUniformLocation2("uOffsetSubChunk");
this.instancedShaderCameraChunkPosUniform = this.tryGetUniformLocation2("uCameraPosChunk");
@@ -213,18 +199,6 @@ public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgra
}
}
public void setUniform(int index, Matrix3f matrix) {
if (index == -1) return;
try (MemoryStack stack = MemoryStack.stackPush()) {
FloatBuffer buffer = stack.callocFloat(9);
matrix.get(buffer);
buffer.rewind();
GLStateManager.glUniformMatrix3(index, false, buffer);
}
}
// Override ShaderProgram.bind()
public void bind(DhApiRenderParam renderParam) {
GLStateManager.glBindVertexArray(va);
@@ -238,14 +212,8 @@ public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgra
toJOML(tempModel, renderParam.dhModelViewMatrix);
toJOML(tempProj, renderParam.dhProjectionMatrix);
setUniform(modelViewUniform, tempModel);
setUniform(projectionUniform, tempProj);
this.setUniform(this.instancedShaderProjectionModelViewMatrixUniform, tempMat4.set(tempProj).mul(tempModel));
tempModel.invert();
tempProj.invert();
setUniform(modelViewInverseUniform, tempModel);
setUniform(projectionInverseUniform, tempProj);
setUniform(normalMatrix3fUniform, tempModel.transpose3x3(tempMat3));
LodRendererEvents.pushDhMatrices(tempProj, tempModel);
GLStateManager.glActiveTexture(GL13.GL_TEXTURE0 + IrisSamplers.LIGHTMAP_TEXTURE_UNIT);
DynamicTexture lightmapTexture = ((EntityRendererAccessor) Minecraft.getMinecraft().entityRenderer).getLightmapTexture();
GLStateManager.glBindTexture(GL11.GL_TEXTURE_2D, lightmapTexture.getGlTextureId());
@@ -259,6 +227,7 @@ public class IrisGenericRenderProgram implements IDhApiGenericObjectShaderProgra
}
public void unbind() {
LodRendererEvents.popDhMatrices();
GLStateManager.glBindVertexArray(0);
GLStateManager.glUseProgram(0);
ProgramUniforms.clearActiveUniforms();
@@ -3,7 +3,6 @@ package net.coderbot.iris.compat.dh;
import com.google.common.primitives.Ints;
import com.gtnewhorizons.angelica.glsm.GLStateManager;
import com.gtnewhorizons.angelica.mixins.interfaces.EntityRendererAccessor;
import com.mitchej123.lwjgl.MemoryStack;
import com.seibel.distanthorizons.api.DhApi;
import com.seibel.distanthorizons.api.objects.math.DhApiVec3f;
import net.coderbot.iris.gl.blending.BlendModeOverride;
@@ -26,15 +25,12 @@ import net.coderbot.iris.uniforms.builtin.BuiltinReplacementUniforms;
import net.coderbot.iris.uniforms.custom.CustomUniforms;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.texture.DynamicTexture;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Matrix4fc;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL32;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
@@ -44,11 +40,6 @@ public class IrisLodRenderProgram {
public final int modelOffsetUniform;
public final int worldYOffsetUniform;
public final int mircoOffsetUniform;
public final int modelViewUniform;
public final int modelViewInverseUniform;
public final int projectionUniform;
public final int projectionInverseUniform;
public final int normalMatrix3fUniform;
// Fog/Clip Uniforms
public final int clipDistanceUniform;
private final int id;
@@ -58,9 +49,6 @@ public class IrisLodRenderProgram {
private final ProgramImages images;
private final BlendModeOverride blend;
private final BufferBlendOverride[] bufferBlendOverrides;
private final Matrix4f tempMat4a = new Matrix4f();
private final Matrix4f tempMat4b = new Matrix4f();
private final Matrix3f tempMat3 = new Matrix3f();
// This will bind AbstractVertexAttribute
private IrisLodRenderProgram(String name, boolean isShadowPass, boolean translucent, BlendModeOverride override, BufferBlendOverride[] bufferBlendOverrides, String vertex, String tessControl, String tessEval, String geometry, String fragment, CustomUniforms customUniforms, DeferredWorldRenderingPipeline pipeline) {
@@ -132,11 +120,6 @@ public class IrisLodRenderProgram {
modelOffsetUniform = tryGetUniformLocation2("modelOffset");
worldYOffsetUniform = tryGetUniformLocation2("worldYOffset");
mircoOffsetUniform = tryGetUniformLocation2("mircoOffset");
projectionUniform = tryGetUniformLocation2("iris_ProjectionMatrix");
projectionInverseUniform = tryGetUniformLocation2("iris_ProjectionMatrixInverse");
modelViewUniform = tryGetUniformLocation2("iris_ModelViewMatrix");
modelViewInverseUniform = tryGetUniformLocation2("iris_ModelViewMatrixInverse");
normalMatrix3fUniform = tryGetUniformLocation2("iris_NormalMatrix");
// Fog/Clip Uniforms
clipDistanceUniform = tryGetUniformLocation2("clipDistance");
@@ -176,30 +159,6 @@ public class IrisLodRenderProgram {
return GLStateManager.glGetUniformLocation(this.id, name);
}
public void setUniform(int index, Matrix4fc matrix) {
if (index == -1 || matrix == null) return;
try (MemoryStack stack = MemoryStack.stackPush()) {
FloatBuffer buffer = stack.callocFloat(16);
matrix.get(buffer);
buffer.rewind();
GLStateManager.glUniformMatrix4(index, false, buffer);
}
}
public void setUniform(int index, Matrix3f matrix) {
if (index == -1) return;
try (MemoryStack stack = MemoryStack.stackPush()) {
FloatBuffer buffer = stack.callocFloat(9);
matrix.get(buffer);
buffer.rewind();
GLStateManager.glUniformMatrix3(index, false, buffer);
}
}
// Override ShaderProgram.bind()
public void bind() {
GLStateManager.glUseProgram(id);
@@ -227,11 +186,8 @@ public class IrisLodRenderProgram {
GLStateManager.glActiveTexture(GL13.GL_TEXTURE0 + IrisSamplers.LIGHTMAP_TEXTURE_UNIT);
DynamicTexture lightmapTexture = ((EntityRendererAccessor) Minecraft.getMinecraft().entityRenderer).getLightmapTexture();
GLStateManager.glBindTexture(GL11.GL_TEXTURE_2D, lightmapTexture.getGlTextureId());
setUniform(modelViewUniform, modelView);
setUniform(modelViewInverseUniform, modelView.invert(tempMat4a));
setUniform(projectionUniform, projection);
setUniform(projectionInverseUniform, projection.invert(tempMat4b));
setUniform(normalMatrix3fUniform, tempMat4a.set(modelView).invert().transpose3x3(tempMat3));
LodRendererEvents.pushDhMatrices(projection, modelView);
setUniform(mircoOffsetUniform, 0.01f); // 0.01 block offset
@@ -33,6 +33,7 @@ import net.coderbot.iris.shadows.ShadowRenderingState;
import net.coderbot.iris.uniforms.CapturedRenderingState;
import net.irisshaders.iris.api.v0.IrisApi;
import org.joml.Matrix4f;
import org.joml.Matrix4fc;
import org.lwjgl.opengl.GL11;
public class LodRendererEvents {
@@ -46,6 +47,28 @@ public class LodRendererEvents {
private static int textureHeight;
private static final Matrix4f tempMat4 = new Matrix4f();
private static boolean dhMatricesActive = false;
private static final Matrix4f savedModelView = new Matrix4f();
private static final Matrix4f savedProjection = new Matrix4f();
static void pushDhMatrices(Matrix4fc projection, Matrix4fc modelView) {
if (!dhMatricesActive) {
savedModelView.set(GLStateManager.getModelViewMatrix());
savedProjection.set(GLStateManager.getProjectionMatrix());
dhMatricesActive = true;
}
GLStateManager.setModelViewMatrix(modelView);
GLStateManager.setProjectionMatrix(projection);
}
static void popDhMatrices() {
if (dhMatricesActive) {
GLStateManager.setModelViewMatrix(savedModelView);
GLStateManager.setProjectionMatrix(savedProjection);
dhMatricesActive = false;
}
}
// constructor //
@@ -181,6 +204,7 @@ public class LodRendererEvents {
DhApiBeforeRenderCleanupEvent beforeCleanupEvent = new DhApiBeforeRenderCleanupEvent() {
@Override
public void beforeCleanup(DhApiEventParam<DhApiRenderParam> event) {
popDhMatrices();
if (getInstance().shouldOverride) {
if (ShadowRenderingState.areShadowsCurrentlyBeingRendered()) {
getInstance().getShadowShader().unbind();