terrain.vsh
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#version 150
#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 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
vec4 minecraft_sample_lightmap(sampler2D lightMap, ivec2 uv) {
return texture(lightMap, clamp(uv / 256.0, vec2(0.5 / 16.0), vec2(15.5 / 16.0)));
}
void main() {
vec3 pos = Position + ModelOffset;
gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
vertexDistance = fog_distance(pos, FogShape);
vertexColor = Color * minecraft_sample_lightmap(Sampler2, UV2);
texCoord0 = UV0;
}