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

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2024-12-07 12:29:57 +00:00
#version 150
#moj_import <fog.glsl>
#moj_import <glint.glsl>
#moj_import <version.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform float GlintAlpha;
uniform mat4 TextureMat;
in float vertexDistance;
in vec2 texCoord0;
in vec2 edgeUV;
out vec4 fragColor;
void main() {
vec2 texCoord0 = scale(texCoord0, vec2(4, 2));
texCoord0 = (TextureMat * vec4(texCoord0, 0, 1)).xy;
vec4 color = texture(Sampler0, texCoord0) * ColorModulator;
float edge = edge(edgeUV);
color /= edge;
float fade = linear_fog_fade(vertexDistance, FogStart, FogEnd) * GlintAlpha;
fragColor = vec4(color.rgb * fade, color.a);
}