33 lines
706 B
V Shell
33 lines
706 B
V Shell
|
|
#version 150
|
||
|
|
|
||
|
|
#moj_import <light.glsl>
|
||
|
|
#moj_import <fog.glsl>
|
||
|
|
|
||
|
|
in vec3 Position;
|
||
|
|
in vec2 UV0;
|
||
|
|
in vec4 Color;
|
||
|
|
in ivec2 UV2;
|
||
|
|
|
||
|
|
uniform sampler2D Sampler2;
|
||
|
|
|
||
|
|
uniform mat4 ModelViewMat;
|
||
|
|
uniform mat4 ProjMat;
|
||
|
|
uniform int FogShape;
|
||
|
|
uniform mat3 IViewRotMat;
|
||
|
|
|
||
|
|
out float vertexDistance;
|
||
|
|
out vec2 texCoord0;
|
||
|
|
out vec4 vertexColor;
|
||
|
|
out vec4 lightColor;
|
||
|
|
out vec4 maxLightColor;
|
||
|
|
|
||
|
|
void main() {
|
||
|
|
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
|
||
|
|
|
||
|
|
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
|
||
|
|
texCoord0 = UV0;
|
||
|
|
vertexColor = Color;
|
||
|
|
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
|
||
|
|
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
|
||
|
|
}
|