wynnpack-archive/assets/minecraft/shaders/include/item.glsl

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2024-12-07 12:33:02 +00:00
#version 150
#if defined(RENDERTYPE_ENTITY_TRANSLUCENT_CULL)
#ifdef VERTEX_SHADER
struct Transform {
vec3 position;
vec4 color;
} transform;
void anchorZ(float depth, float target) {
if(transform.position.z != depth) {
return;
}
transform.position.z = target;
}
#endif
#ifdef FRAGMENT_SHADER
struct Transform {
vec4 vertColor;
vec4 overlayColor;
vec4 shadeColor;
vec4 lightColor;
vec4 texColor;
vec4 color;
vec4 colorMod;
float vertexDistance;
float alpha;
float emissive;
float depth;
} transform;
void emissiveModel() {
transform.emissive = sign(abs(transform.texColor.a - 254.0 / 255.0));
transform.texColor.a = mix(1, transform.texColor.a, transform.emissive);
transform.color = transform.texColor * mix(transform.shadeColor, transform.vertColor, transform.emissive) * transform.colorMod;
transform.color.rgb = mix(transform.overlayColor.rgb, transform.color.rgb, transform.overlayColor.a);
transform.color *= mix(vec4(1), transform.lightColor, transform.emissive);
}
void perspectiveModel(float worldAlpha, float interfaceAlpha, float depth) {
if(alpha(transform.alpha, worldAlpha) && transform.vertexDistance < 800)
discard;
if(transform.vertexDistance >= 800) {
if(alpha(transform.alpha, worldAlpha) && transform.depth < depth)
discard;
else if(alpha(transform.alpha, interfaceAlpha) && transform.depth >= depth)
discard;
}
}
#endif
#endif