41 lines
927 B
Text
41 lines
927 B
Text
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#version 150
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#define FRAGMENT_SHADER
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#define RENDERTYPE_TEXT
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#moj_import <fog.glsl>
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#moj_import <text.glsl>
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#moj_import <version.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec2 texCoord0;
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in float depth;
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out vec4 fragColor;
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void main() {
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transform.vertexColor = vertexColor;
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transform.colorMod = ColorModulator;
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transform.texColor = texture(Sampler0, texCoord0);
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transform.color = transform.texColor * vertexColor * ColorModulator;
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transform.textDepth = depth;
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#if defined(MC_1_20_2)
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disableShadow(0);
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#elif defined(MC_1_20_5)
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disableShadow(2200);
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#elif defined(MC_1_21_2)
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disableShadow(2200);
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disableShadow(1200);
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disableShadow(-1000);
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#endif
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fragColor = linear_fog(transform.color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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