VulkanShader_1.21.10-0.0.4-alpha.jar
Download file
#version 330
#include "light.glsl"
layout(std140) uniform Lighting {
vec3 Light0_Direction;
vec3 Light1_Direction;
};
layout(std140) uniform Fog {
vec4 FogColor;
float FogEnvironmentalStart;
float FogEnvironmentalEnd;
float FogRenderDistanceStart;
float FogRenderDistanceEnd;
float FogSkyEnd;
float FogCloudsEnd;
};
layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat;
vec4 ColorModulator;
vec3 ModelOffset;
mat4 TextureMat;
float LineWidth;
};
layout(std140) uniform Projection {
mat4 ProjMat;
};
layout(std140) uniform ShadowBlock {
mat4 LightSpaceViewMat;
};
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV1;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler1; // overlay texture
uniform sampler2D Sampler2; // lightmap
out float sphericalVertexDistance;
out float cylindricalVertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 shadowPos;
void main() {
vec4 viewPos = ModelViewMat * vec4(Position, 1.0);
gl_Position = ProjMat * viewPos;
sphericalVertexDistance = length(Position);
cylindricalVertexDistance = max(length(Position.xz), abs(Position.y));
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
// LightSpaceViewMat = LightSpaceMat * InverseViewMat maps view-space -> light space
shadowPos = LightSpaceViewMat * viewPos;
}
Download file