entity.vsh
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#version 150
#moj_import <minecraft:light.glsl>
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:projection.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV1;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler1;
uniform sampler2D Sampler2;
out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = fog_distance(Position, FogShape);
#ifdef NO_CARDINAL_LIGHTING
vertexColor = Color;
#else
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
#endif
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
#ifdef APPLY_TEXTURE_MATRIX
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
#endif
}