glint.fsh
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Empty File
#version 150
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:globals.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
uniform sampler2D Sampler0;
in float vertexDistance;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * ColorModulator;
if (color.a < 0.1) {
discard;
}
float fade = linear_fog_fade(vertexDistance, FogStart, FogEnd) * GlintAlpha;
fragColor = vec4(color.rgb * fade, color.a);
}