-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge branch 'main' of https://github.com/hugovdev/thankmas-resource-…
- Loading branch information
Showing
16 changed files
with
414 additions
and
3 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,29 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec2 texCoord0; | ||
in vec4 vertexColor; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
31 changes: 31 additions & 0 deletions
31
assets/minecraft/shaders/core/rendertype_armor_cutout_no_cull.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,31 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
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 vec2 texCoord1; | ||
in vec4 normal; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,29 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
34 changes: 34 additions & 0 deletions
34
assets/minecraft/shaders/core/rendertype_entity_cutout.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,34 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0); | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
color *= vertexColor * ColorModulator; | ||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); | ||
color *= lightMapColor; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
35 changes: 35 additions & 0 deletions
35
assets/minecraft/shaders/core/rendertype_entity_cutout_no_cull.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
in vec4 normal; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0); | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
color *= vertexColor * ColorModulator; | ||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); | ||
color *= lightMapColor; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,32 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0); | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); | ||
color *= vertexColor * ColorModulator; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
31 changes: 31 additions & 0 deletions
31
assets/minecraft/shaders/core/rendertype_entity_translucent_cull.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,31 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
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 vec2 texCoord1; | ||
in vec4 normal; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
30 changes: 30 additions & 0 deletions
30
assets/minecraft/shaders/core/rendertype_item_entity_translucent_cull.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,30 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
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 vec2 texCoord1; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,27 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
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 vec4 normal; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,26 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
|
||
uniform sampler2D Sampler0; | ||
|
||
uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
||
in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
21 changes: 21 additions & 0 deletions
21
assets/minecraft/shaders/core/rendertype_translucent_moving_block.fsh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,21 @@ | ||
#version 150 | ||
|
||
uniform sampler2D Sampler0; | ||
uniform sampler2D Sampler2; | ||
|
||
uniform vec4 ColorModulator; | ||
|
||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
|
||
out vec4 fragColor; | ||
|
||
void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor; | ||
fragColor = color * ColorModulator; | ||
|
||
// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = texture(Sampler0, texCoord0) * ColorModulator; | ||
} | ||
} |
File renamed without changes
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.