#version 150 #define VERTEX_SHADER #define POSITION_TEX #define POSITION_TEX_COLOR #moj_import #moj_import #moj_import in vec3 Position; in vec2 UV0; in vec4 Color; uniform sampler2D Sampler0; uniform vec2 ScreenSize; uniform float GameTime; uniform mat4 ModelViewMat; uniform mat4 ProjMat; out vec2 texCoord0; out vec4 vertexColor; void main() { texCoord0 = UV0; transform.position = Position; transform.vertexColor = Color; transform.textureUV = UV0; transform.gameTime = GameTime; transform.guiScale = getGuiScale(ProjMat, ScreenSize); transform.color = getVertexColor(Sampler0, gl_VertexID, texCoord0) * 255.0; transform.elementDepth = Position.z; #if defined(MC_1_20_5) anchorZ(400, 1300); #endif paddingElement(Sampler0); offsetElement(1.0, 0, -200); gl_Position = ProjMat * ModelViewMat * vec4(transform.position, 1.0); texCoord0 = transform.textureUV; #if defined(MC_1_21_2) vertexColor = transform.vertexColor; #endif }