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31 changes: 31 additions & 0 deletions assets/minecraft/shaders/core/entity.fsh
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
#version 150

#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:emissive_utils.glsl>

uniform sampler2D Sampler0;

in float sphericalVertexDistance;
in float cylindricalVertexDistance;
in vec4 vertexColor;
in vec4 lightColor;
in vec4 faceLightColor;
in vec4 overlayColor;
in vec2 texCoord0;

out vec4 fragColor;

void main() {
vec4 color = texture(Sampler0, texCoord0);
color *= vertexColor * ColorModulator;
#ifndef NO_OVERLAY
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
#endif
int alpha = int(round(textureLod(Sampler0, texCoord0, 0.0).a * 255.0));
color = make_emissive(color, lightColor, faceLightColor, alpha);
#ifdef ALPHA_CUTOUT
if (color.a < ALPHA_CUTOUT) discard;
#endif
fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
}
Original file line number Diff line number Diff line change
@@ -1,7 +1,10 @@
#version 150

#moj_import <light.glsl>
#moj_import <fog.glsl>
#moj_import <minecraft:light.glsl>
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:projection.glsl>
#moj_import <minecraft:emissive_utils.glsl>

in vec3 Position;
in vec4 Color;
Expand All @@ -13,14 +16,8 @@ in vec3 Normal;
uniform sampler2D Sampler1;
uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;

uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;

out float vertexDistance;
out float sphericalVertexDistance;
out float cylindricalVertexDistance;
out vec4 vertexColor;
out vec4 lightColor;
out vec4 faceLightColor;
Expand All @@ -30,7 +27,8 @@ out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = fog_distance(Position, FogShape);
sphericalVertexDistance = fog_spherical_distance(Position);
cylindricalVertexDistance = fog_cylindrical_distance(Position);
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
faceLightColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, vec4(1.0));
Expand Down
15 changes: 6 additions & 9 deletions assets/minecraft/shaders/core/particle.fsh
Original file line number Diff line number Diff line change
@@ -1,16 +1,13 @@
#version 150

#moj_import <fog.glsl>
#moj_import <emissive_utils.glsl>
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:emissive_utils.glsl>

uniform sampler2D Sampler0;

uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;

in float vertexDistance;
in float sphericalVertexDistance;
in float cylindricalVertexDistance;
in vec2 texCoord0;
in vec4 vertexColor;
in vec4 lightColor;
Expand All @@ -23,5 +20,5 @@ void main() {
int alpha = int(round(textureLod(Sampler0, texCoord0, 0.0).a * 255.0));
color = make_emissive(color, lightColor, vec4(1.0), alpha);
if (color.a < 0.1) discard;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
}
17 changes: 9 additions & 8 deletions assets/minecraft/shaders/core/particle.vsh
Original file line number Diff line number Diff line change
@@ -1,7 +1,10 @@
#version 150

#moj_import <light.glsl>
#moj_import <fog.glsl>
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:projection.glsl>
#moj_import <minecraft:light.glsl>
#moj_import <minecraft:emissive_utils.glsl>

in vec3 Position;
in vec2 UV0;
Expand All @@ -10,19 +13,17 @@ in ivec2 UV2;

uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;

out float vertexDistance;
out float sphericalVertexDistance;
out float cylindricalVertexDistance;
out vec2 texCoord0;
out vec4 vertexColor;
out vec4 lightColor;

void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = fog_distance(Position, FogShape);
sphericalVertexDistance = fog_spherical_distance(Position);
cylindricalVertexDistance = fog_cylindrical_distance(Position);
texCoord0 = UV0;
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
Expand Down
26 changes: 0 additions & 26 deletions assets/minecraft/shaders/core/rendertype_armor_cutout_no_cull.fsh

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33 changes: 0 additions & 33 deletions assets/minecraft/shaders/core/rendertype_armor_cutout_no_cull.json

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38 changes: 0 additions & 38 deletions assets/minecraft/shaders/core/rendertype_armor_cutout_no_cull.vsh

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27 changes: 0 additions & 27 deletions assets/minecraft/shaders/core/rendertype_cutout.fsh

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35 changes: 0 additions & 35 deletions assets/minecraft/shaders/core/rendertype_cutout.vsh

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27 changes: 0 additions & 27 deletions assets/minecraft/shaders/core/rendertype_cutout_mipped.fsh

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30 changes: 0 additions & 30 deletions assets/minecraft/shaders/core/rendertype_entity_cutout.fsh

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