revert to vanilla assets
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64
public/assets/minecraft/shaders/core/entity.fsh
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64
public/assets/minecraft/shaders/core/entity.fsh
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#version 330
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#moj_import <minecraft:fog.glsl>
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#moj_import <minecraft:dynamictransforms.glsl>
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uniform sampler2D Sampler0;
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#ifdef DISSOLVE
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uniform sampler2D DissolveMaskSampler;
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#endif
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in float sphericalVertexDistance;
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in float cylindricalVertexDistance;
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#ifdef PER_FACE_LIGHTING
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in vec4 vertexPerFaceColorBack;
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in vec4 vertexPerFaceColorFront;
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#else
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in vec4 vertexColor;
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#endif
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#ifndef EMISSIVE
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in vec4 lightMapColor;
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#endif
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#ifndef NO_OVERLAY
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in vec4 overlayColor;
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#endif
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in vec2 texCoord0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0);
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#ifdef ALPHA_CUTOUT
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if (color.a < ALPHA_CUTOUT) {
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discard;
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}
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#endif
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#ifdef PER_FACE_LIGHTING
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vec4 faceVertexColor = gl_FrontFacing ? vertexPerFaceColorFront : vertexPerFaceColorBack;
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#else
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vec4 faceVertexColor = vertexColor;
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#endif
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#ifdef DISSOLVE
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if (faceVertexColor.a < texture(DissolveMaskSampler, texCoord0).a) {
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discard;
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}
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// The dissolve effect entirely replaces translucency
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faceVertexColor.a = 1.0;
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#endif
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color *= faceVertexColor * ColorModulator;
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#ifndef NO_OVERLAY
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color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
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#endif
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#ifndef EMISSIVE
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color *= lightMapColor;
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#endif
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fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
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}
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