#version 150 #define FRAGMENT_SHADER #define RENDERTYPE_TEXT #define RENDERTYPE_TEXT_SEE_THROUGH #moj_import #moj_import #moj_import uniform sampler2D Sampler0; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; uniform vec4 FogColor; in float vertexDistance; in vec4 vertexColor; in vec2 texCoord0; in float depth; in float shadow; out vec4 fragColor; void main() { transform.vertexColor = vertexColor; transform.colorMod = ColorModulator; transform.texColor = texture(Sampler0, texCoord0); transform.color = transform.texColor * vertexColor * ColorModulator; transform.textDepth = depth; transform.isShadow = shadow > 0.5; disableShadow(2200); #if defined(MC_1_21_2) disableShadow(1200); disableShadow(-1000); #if defined(RENDER_WORLD) fragColor = transform.color * ColorModulator; #elif defined(RENDER_SCREEN) fragColor = linear_fog(transform.color, vertexDistance, FogStart, FogEnd, FogColor); #endif #else fragColor = linear_fog(transform.color, vertexDistance, FogStart, FogEnd, FogColor); #endif }