#version 150 #define VERTEX_SHADER #define RENDERTYPE_ENTITY_TRANSLUCENT_CULL #moj_import #moj_import #moj_import #moj_import #moj_import in vec3 Position; in vec4 Color; in vec2 UV0; in vec2 UV1; in ivec2 UV2; in vec3 Normal; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; uniform int FogShape; uniform vec3 Light0_Direction; uniform vec3 Light1_Direction; out float depth; out float vertexDistance; out vec4 vertexColor; out vec4 overlayColor; out vec4 shadeColor; out vec4 lightColor; out vec2 texCoord0; out vec2 texCoord1; out vec2 texCoord2; void main() { transform.color = Color; transform.position = Position; #if defined(MC_1_20_5) || defined(MC_1_21_2) anchorZ(551, 2201); #endif gl_Position = ProjMat * ModelViewMat * vec4(transform.position, 1.0); depth = Position.z; overlayColor = vec4(1); shadeColor = Color; lightColor = texelFetch(Sampler2, UV2 / 16, 0); vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, transform.color); vertexDistance = fog_distance_custom((ModelViewMat * vec4(transform.position, 1)).xyz, FogShape); texCoord0 = UV0; texCoord1 = UV1; texCoord2 = UV2; }