wynnpack-archive/assets/minecraft/shaders/core/render/item.vsh

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2024-12-07 12:29:57 +00:00
#version 150
#define VERTEX_SHADER
#define RENDERTYPE_ENTITY_TRANSLUCENT_CULL
#moj_import <light.glsl>
#moj_import <fog.glsl>
#moj_import <util.glsl>
#moj_import <item.glsl>
#moj_import <version.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV1;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float depth;
out float vertexDistance;
out vec4 vertexColor;
out vec4 overlayColor;
out vec4 shadeColor;
out vec4 lightColor;
out vec2 texCoord0;
out vec2 texCoord1;
out vec2 texCoord2;
void main() {
transform.color = Color;
transform.position = Position;
#if defined(MC_1_20_5) || defined(MC_1_21_2)
anchorZ(551, 2201);
#endif
gl_Position = ProjMat * ModelViewMat * vec4(transform.position, 1.0);
depth = Position.z;
overlayColor = vec4(1);
shadeColor = Color;
lightColor = texelFetch(Sampler2, UV2 / 16, 0);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, transform.color);
vertexDistance = fog_distance_custom((ModelViewMat * vec4(transform.position, 1)).xyz, FogShape);
texCoord0 = UV0;
texCoord1 = UV1;
texCoord2 = UV2;
}