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wireless-docs/public/assets/minecraft/shaders/core/text.vsh

39 lines
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GLSL

#version 330
#if !defined(IS_GUI) && !defined(IS_SEE_THROUGH)
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:sample_lightmap.glsl>
#endif
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:projection.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
#if !defined(IS_GUI) && !defined(IS_SEE_THROUGH)
in ivec2 UV2;
#endif
#if !defined(IS_GUI) && !defined(IS_SEE_THROUGH)
uniform sampler2D Sampler2;
out float sphericalVertexDistance;
out float cylindricalVertexDistance;
#endif
out vec4 vertexColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
#if !defined(IS_GUI) && !defined(IS_SEE_THROUGH)
sphericalVertexDistance = fog_spherical_distance(Position);
cylindricalVertexDistance = fog_cylindrical_distance(Position);
vertexColor = Color * sample_lightmap(Sampler2, UV2);
#else
vertexColor = Color;
#endif
texCoord0 = UV0;
}