revert to vanilla assets
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75
public/assets/minecraft/shaders/core/entity.vsh
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75
public/assets/minecraft/shaders/core/entity.vsh
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#version 330
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#if defined(PER_FACE_LIGHTING) || !defined(NO_CARDINAL_LIGHTING)
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#moj_import <minecraft:light.glsl>
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#endif
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#moj_import <minecraft:fog.glsl>
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#moj_import <minecraft:dynamictransforms.glsl>
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#moj_import <minecraft:projection.glsl>
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#moj_import <minecraft:sample_lightmap.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in ivec2 UV1;
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in ivec2 UV2;
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in vec3 Normal;
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#ifndef NO_OVERLAY
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uniform sampler2D Sampler1;
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#endif
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#ifndef EMISSIVE
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uniform sampler2D Sampler2;
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#endif
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out float sphericalVertexDistance;
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out float cylindricalVertexDistance;
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#ifdef PER_FACE_LIGHTING
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out vec4 vertexPerFaceColorBack;
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out vec4 vertexPerFaceColorFront;
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#else
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out vec4 vertexColor;
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#endif
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#ifndef EMISSIVE
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out vec4 lightMapColor;
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#endif
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#ifndef NO_OVERLAY
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out vec4 overlayColor;
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#endif
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out vec2 texCoord0;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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sphericalVertexDistance = fog_spherical_distance(Position);
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cylindricalVertexDistance = fog_cylindrical_distance(Position);
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#ifdef PER_FACE_LIGHTING
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vec2 light = minecraft_compute_light(Light0_Direction, Light1_Direction, Normal);
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vertexPerFaceColorBack = minecraft_mix_light_separate(-light, Color);
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vertexPerFaceColorFront = minecraft_mix_light_separate(light, Color);
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#elif defined(NO_CARDINAL_LIGHTING)
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vertexColor = Color;
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#else
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vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
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#endif
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#ifndef EMISSIVE
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lightMapColor = sample_lightmap(Sampler2, UV2);
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#endif
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#ifndef NO_OVERLAY
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overlayColor = texelFetch(Sampler1, UV1, 0);
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#endif
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texCoord0 = UV0;
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#ifdef APPLY_TEXTURE_MATRIX
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texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
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#endif
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}
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