#version 150 #define FRAGMENT_SHADER #define RENDERTYPE_ENTITY_TRANSLUCENT_CULL #moj_import #moj_import #moj_import #moj_import 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); }