65 lines
No EOL
2.2 KiB
GLSL
65 lines
No EOL
2.2 KiB
GLSL
#version 150
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#define VERTEX_SHADER
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#define RENDERTYPE_TEXT
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#moj_import <fog.glsl>
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#moj_import <util.glsl>
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#moj_import <text.glsl>
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#moj_import <version.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in ivec2 UV2;
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uniform sampler2D Sampler0;
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uniform sampler2D Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform int FogShape;
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uniform vec2 ScreenSize;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec2 texCoord0;
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out float depth;
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void main() {
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transform.color = Color;
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transform.topRight = texelFetch(Sampler0, ivec2(6, 0), 0) * 255.0;
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transform.topLeft = texelFetch(Sampler0, ivec2(0, 0), 0) * 255.0;
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transform.centerRight = texelFetch(Sampler0, ivec2(6, 8), 0) * 255.0;
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transform.textureColor = getVertexColor(Sampler0, gl_VertexID, UV0) * 255;
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transform.textureUV = UV0;
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transform.screenSize = ScreenSize;
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transform.position = Position;
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transform.screenOffset = vec4(0);
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transform.initScreen = ProjMat * ModelViewMat * vec4(Position, 1.0);
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transform.textDepth = Position.z;
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#if defined(MC_1_20_2)
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hideScoreboardNumbers(vec3(0.94, -0.35, 0), vec3(255, 85, 85), 4);
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anchorZ(1.0, 0.03, -1);
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#elif defined(MC_1_20_5) || defined(MC_1_21_2)
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hideScoreboardNumbers(vec3(0.94, -0.35, 2000), vec3(255, 85, 85), 4);
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anchorZ(1.0, 2200.03, -2200.03);
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#endif
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verticalSlide(vec4(43, 255, 0, 1), Color.a);
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atlasOffset(transform.topRight, vec4(44, 255, 0, 199), vec2(5, 0), vec2(1, 1.98));
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atlasOffset(transform.topLeft, vec4(45, 255, 0, 1), vec2(0, 0), vec2(-1, 1.98));
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atlasOffset(transform.topLeft, vec4(46, 255, 0, 1), vec2(0, 0), vec2(1, 1));
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atlasOffset(transform.centerRight, vec4(47, 255, 0, 1), vec2(0, 0), vec2(1, 1));
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atlasOffset(transform.centerRight, vec4(48, 255, 0, 1), vec2(0, 0), vec2(-1, 1));
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atlasOffset(transform.centerRight, vec4(49, 255, 0, 1), vec2(0, 0), vec2(0, 1.98));
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atlasOffset(transform.centerRight, vec4(50, 255, 0, 1), vec2(0, 0), vec2(-1, 2));
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offset(3, vec2(0, 0), vec2(0, 1), true);
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depth = Position.z;
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texCoord0 = transform.textureUV;
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vertexDistance = fog_distance_custom(transform.position, FogShape);
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vertexColor = transform.color * texelFetch(Sampler2, UV2 / 16, 0);
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gl_Position = (ProjMat * ModelViewMat * vec4(transform.position, 1.0)) + transform.screenOffset;
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} |