47 lines
No EOL
998 B
GLSL
47 lines
No EOL
998 B
GLSL
#version 150
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#define VERTEX_SHADER
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#define POSITION_TEX
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#define POSITION_TEX_COLOR
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#moj_import <util.glsl>
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#moj_import <texture.glsl>
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#moj_import <version.glsl>
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in vec3 Position;
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in vec2 UV0;
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in vec4 Color;
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uniform sampler2D Sampler0;
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uniform vec2 ScreenSize;
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uniform float GameTime;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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out vec2 texCoord0;
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out vec4 vertexColor;
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void main() {
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texCoord0 = UV0;
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transform.position = Position;
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transform.vertexColor = Color;
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transform.textureUV = UV0;
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transform.gameTime = GameTime;
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transform.guiScale = getGuiScale(ProjMat, ScreenSize);
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transform.color = getVertexColor(Sampler0, gl_VertexID, texCoord0) * 255.0;
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transform.elementDepth = Position.z;
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#if defined(MC_1_20_5)
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anchorZ(400, 1300);
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#endif
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paddingElement(Sampler0);
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offsetElement(1.0, 0, -200);
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gl_Position = ProjMat * ModelViewMat * vec4(transform.position, 1.0);
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texCoord0 = transform.textureUV;
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#if defined(MC_1_21_2)
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vertexColor = transform.vertexColor;
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#endif
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} |