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

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2024-12-07 12:33:02 +00:00
#version 150
#define FRAGMENT_SHADER
#define RENDERTYPE_ENTITY_TRANSLUCENT_CULL
#moj_import <fog.glsl>
#moj_import <util.glsl>
#moj_import <item.glsl>
#moj_import <version.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float depth;
in float vertexDistance;
in vec4 vertexColor;
in vec4 overlayColor;
in vec4 shadeColor;
in vec4 lightColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
transform.vertexDistance = vertexDistance;
transform.texColor = texture(Sampler0, texCoord0);
transform.vertColor = vertexColor;
transform.colorMod = ColorModulator;
transform.shadeColor = shadeColor;
transform.lightColor = lightColor;
transform.alpha = textureLod(Sampler0, texCoord0, 0).a * 255.0;
transform.overlayColor = overlayColor;
transform.depth = depth;
emissiveModel();
#if defined(MC_1_21_2)
perspectiveModel(253.0, 252.0, -800.0);
#else
perspectiveModel(253.0, 252.0, 2.0);
#endif
if(transform.color.a < 0.1)
discard;
fragColor = linear_fog(transform.color, transform.vertexDistance - (1.0 - transform.emissive) * 4.0, FogStart, FogEnd, FogColor);
}