#version 150 #define VERTEX_SHADER #define RENDERTYPE_TEXT #moj_import #moj_import #moj_import #moj_import in vec3 Position; in vec4 Color; in vec2 UV0; in ivec2 UV2; uniform sampler2D Sampler0; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; uniform int FogShape; uniform vec2 ScreenSize; out float vertexDistance; out vec4 vertexColor; out vec2 texCoord0; out float depth; void main() { transform.color = Color; transform.magicAtlas = texelFetch(Sampler0, ivec2(6, 0), 0) * 255.0; transform.textureColor = getVertexColor(Sampler0, gl_VertexID, UV0) * 255; transform.textureUV = UV0; transform.screenSize = ScreenSize; transform.position = Position; transform.screenOffset = vec4(0); transform.initScreen = ProjMat * ModelViewMat * vec4(Position, 1.0); transform.textDepth = Position.z; #if defined(MC_1_20_2) hideScoreboardNumbers(vec3(0.94, -0.35, 0), vec3(255, 85, 85), 4); anchorZ(1.0, 0.03, -1); #elif defined(MC_1_20_5) || defined(MC_1_21_2) hideScoreboardNumbers(vec3(0.94, -0.35, 2000), vec3(255, 85, 85), 4); anchorZ(1.0, 2200.03, -2200.03); #endif verticalSlide(2, Color.a); atlasOffset(vec4(44, 255, 0, 199), vec2(5, 0), vec2(1, 1.98)); offset(3, vec2(0, 0), vec2(0, 1), true); depth = Position.z; texCoord0 = transform.textureUV; vertexDistance = fog_distance_custom(transform.position, FogShape); vertexColor = transform.color * texelFetch(Sampler2, UV2 / 16, 0); gl_Position = (ProjMat * ModelViewMat * vec4(transform.position, 1.0)) + transform.screenOffset; }