#version 150 #define FRAGMENT_SHADER #define RENDERTYPE_TEXT #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; 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; #if defined(MC_1_20_2) disableShadow(0); #elif defined(MC_1_20_5) disableShadow(2200); #elif defined(MC_1_21_2) disableShadow(2200); disableShadow(1200); disableShadow(-1000); #endif fragColor = linear_fog(transform.color, vertexDistance, FogStart, FogEnd, FogColor); }