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