2024-08-25 12:42:26 +00:00
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#version 150
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#define FRAGMENT_SHADER
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#define POSITION_TEX
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2024-10-22 10:50:40 +00:00
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#define POSITION_TEX_COLOR
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2024-08-25 12:42:26 +00:00
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#moj_import <util.glsl>
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#moj_import <texture.glsl>
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2024-08-25 12:43:53 +00:00
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#moj_import <version.glsl>
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2024-08-25 12:42:26 +00:00
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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in vec2 texCoord0;
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in vec4 vertexColor;
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2024-08-25 12:42:26 +00:00
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out vec4 fragColor;
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void main() {
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transform.textureUV = texCoord0;
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transform.colorMod = ColorModulator;
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2024-10-22 10:50:40 +00:00
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#if defined(MC_1_21_2)
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transform.color = texture(Sampler0, texCoord0) * vertexColor;
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#else
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transform.color = texture(Sampler0, texCoord0);
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#endif
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2024-08-25 12:42:26 +00:00
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2024-08-25 12:45:24 +00:00
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removePixel(Sampler0, ivec2(0, 0), ivec4(255, 0, 0, 255));
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removePixel(Sampler0, ivec2(0, 1), ivec4(255, 0, 0, 255));
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2024-08-25 12:42:26 +00:00
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2024-08-25 12:45:24 +00:00
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if(transform.color.a == 0.0 || transform.color.a == 1.0 / 255.0)
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2024-08-25 12:42:26 +00:00
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discard;
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fragColor = transform.color * transform.colorMod;
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}
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