terrain.fsh
0 B
Empty File
#version 150
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
uniform sampler2D Sampler0;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
#ifdef ALPHA_CUTOUT
if (color.a < ALPHA_CUTOUT) {
discard;
}
#endif
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}