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#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec2 texCoord0; | ||
in vec4 vertexColor; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// 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
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@@ -0,0 +1,31 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
in vec2 texCoord1; | ||
in vec4 normal; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,29 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// 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
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@@ -0,0 +1,34 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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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); | ||
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// 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
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@@ -0,0 +1,35 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
in vec4 normal; | ||
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out vec4 fragColor; | ||
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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); | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,32 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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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); | ||
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// 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
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,31 @@ | ||
#version 150 | ||
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||
#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
in vec2 texCoord1; | ||
in vec4 normal; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// 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
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---|---|---|
@@ -0,0 +1,30 @@ | ||
#version 150 | ||
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#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
in vec2 texCoord1; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,27 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
in vec4 normal; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,26 @@ | ||
#version 150 | ||
|
||
#moj_import <fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
|
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// 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
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---|---|---|
@@ -0,0 +1,21 @@ | ||
#version 150 | ||
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uniform sampler2D Sampler0; | ||
uniform sampler2D Sampler2; | ||
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uniform vec4 ColorModulator; | ||
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in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0) * vertexColor; | ||
fragColor = color * ColorModulator; | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = texture(Sampler0, texCoord0) * ColorModulator; | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,40 @@ | ||
#version 150 | ||
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#moj_import <minecraft:fog.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0); | ||
#ifdef ALPHA_CUTOUT | ||
if (color.a < ALPHA_CUTOUT) { | ||
discard; | ||
} | ||
#endif | ||
color *= vertexColor * ColorModulator; | ||
#ifndef NO_OVERLAY | ||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); | ||
#endif | ||
#ifndef EMISSIVE | ||
color *= lightMapColor; | ||
#endif | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
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// Emissive | ||
if (color.a > 0.996 && color.a < 0.997) { | ||
fragColor = linear_fog(texture(Sampler0, texCoord0), vertexDistance, FogStart, FogEnd, FogColor); | ||
} | ||
} |
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