Create/Update assets for version 1.17.1

This commit is contained in:
InventiveBot
2021-07-07 09:21:22 +00:00
parent b8734e7c9b
commit cf2c0bdbb6
14336 changed files with 951682 additions and 18 deletions

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#version 150
uniform sampler2D DiffuseSampler;
uniform vec4 ColorModulator;
in vec2 texCoord;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
// blit final output of compositor into displayed back buffer
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "blit_screen",
"fragment": "blit_screen",
"attributes": [
"Position",
"UV",
"Color"
],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord = UV;
vertexColor = Color;
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord2;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "block",
"fragment": "block",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV2;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord2;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
texCoord2 = UV2;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;
in vec2 texCoord2;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "new_entity",
"fragment": "new_entity",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV1;
in vec2 UV2;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord1;
out vec2 texCoord2;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
texCoord1 = UV1;
texCoord2 = UV2;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec2 texCoord0;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "particle",
"fragment": "particle",
"attributes": [
"Position",
"UV0",
"Color",
"UV2"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
in vec4 Color;
in ivec2 UV2;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out float vertexDistance;
out vec2 texCoord0;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
texCoord0 = UV0;
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
}

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#version 150
#moj_import <fog.glsl>
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
out vec4 fragColor;
void main() {
fragColor = linear_fog(ColorModulator, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position",
"fragment": "position",
"attributes": [
],
"samplers": [
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
in vec3 Position;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out float vertexDistance;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
}

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#version 150
in vec4 vertexColor;
uniform vec4 ColorModulator;
out vec4 fragColor;
void main() {
vec4 color = vertexColor;
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_color",
"fragment": "position_color",
"attributes": [
"Color"
],
"samplers": [
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
}

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#version 150
uniform sampler2D Sampler2;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord2;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler2, texCoord2) * vertexColor;
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_color_lightmap",
"fragment": "position_color_lightmap",
"attributes": [
"Position",
"Color",
"UV2"
],
"samplers": [
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord2;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord2 = UV2;
}

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#version 150
#moj_import <fog.glsl>
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_color_normal",
"fragment": "position_color_normal",
"attributes": [
"Position",
"Color",
"Normal"
],
"samplers": [
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ModelViewProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ModelViewProjMat;
out float vertexDistance;
out vec4 vertexColor;
out vec4 normal;
void main() {
gl_Position = ModelViewProjMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = Color;
normal = ModelViewProjMat * vec4(Normal, 0.0);
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a < 0.1) {
discard;
}
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_color_tex",
"fragment": "position_color_tex",
"attributes": [
"Position",
"Color",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord2;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a < 0.1) {
discard;
}
fragColor = color * ColorModulator;
}

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@@ -0,0 +1,23 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_color_tex_lightmap",
"fragment": "position_color_tex_lightmap",
"attributes": [
"Position",
"Color",
"UV0",
"UV2"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord2;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
texCoord2 = UV2;
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_tex",
"fragment": "position_tex",
"attributes": [
"Position",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
}

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#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord0;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a < 0.1) {
discard;
}
fragColor = color * ColorModulator;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_tex_color",
"fragment": "position_tex_color",
"attributes": [
"Position",
"UV0",
"Color"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
vertexColor = Color;
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in vec2 texCoord0;
in float vertexDistance;
in vec4 vertexColor;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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@@ -0,0 +1,26 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_tex_color_normal",
"fragment": "position_tex_color_normal",
"attributes": [
"Position",
"UV0",
"Color",
"Normal"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
in vec4 Color;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
out float vertexDistance;
out vec4 vertexColor;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = Color;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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@@ -0,0 +1,19 @@
#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord0;
in vec2 texCoord2;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a < 0.1) {
discard;
}
fragColor = color * ColorModulator;
}

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@@ -0,0 +1,23 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "position_tex_lightmap_color",
"fragment": "position_tex_lightmap_color",
"attributes": [
"Position",
"UV0",
"UV2",
"Color"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
in vec2 UV2;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
out vec2 texCoord2;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
texCoord2 = UV2;
vertexColor = Color;
}

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@@ -0,0 +1,26 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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@@ -0,0 +1,31 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_armor_cutout_no_cull",
"fragment": "rendertype_armor_cutout_no_cull",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <light.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV1;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord1;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0);
texCoord0 = UV0;
texCoord1 = UV1;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
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);
fragColor = vec4(color.rgb * fade, color.a);
}

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@@ -0,0 +1,24 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_armor_entity_glint",
"fragment": "rendertype_armor_entity_glint",
"attributes": [
"Position",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat4 TextureMat;
out float vertexDistance;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
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);
fragColor = vec4(color.rgb * fade, color.a);
}

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@@ -0,0 +1,24 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_armor_glint",
"fragment": "rendertype_armor_glint",
"attributes": [
"Position",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat4 TextureMat;
out float vertexDistance;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform mat4 ProjMat;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
color *= vertexColor * ColorModulator;
float fragmentDistance = -ProjMat[3].z / ((gl_FragCoord.z) * -2.0 + 1.0 - ProjMat[2].z);
fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
}

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@@ -0,0 +1,25 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_beacon_beam",
"fragment": "rendertype_beacon_beam",
"attributes": [
"Position",
"Color",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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@@ -0,0 +1,18 @@
#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
}

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@@ -0,0 +1,20 @@
#version 150
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord2;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a < 0.1) {
discard;
}
fragColor = color * ColorModulator;
}

View File

@@ -0,0 +1,24 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_crumbling",
"fragment": "rendertype_crumbling",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
]
}

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@@ -0,0 +1,24 @@
#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV2;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord2;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
texCoord2 = UV2;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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@@ -0,0 +1,25 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

View File

@@ -0,0 +1,29 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_cutout",
"fragment": "rendertype_cutout",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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@@ -0,0 +1,29 @@
#version 150
#moj_import <light.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 ChunkOffset;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position + ChunkOffset, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position + ChunkOffset, 1.0)).xyz);
vertexColor = Color * minecraft_sample_lightmap(Sampler2, UV2);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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@@ -0,0 +1,25 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.5) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

View File

@@ -0,0 +1,29 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_cutout_mipped",
"fragment": "rendertype_cutout_mipped",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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@@ -0,0 +1,29 @@
#version 150
#moj_import <light.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 ChunkOffset;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position + ChunkOffset, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position + ChunkOffset, 1.0)).xyz);
vertexColor = Color * minecraft_sample_lightmap(Sampler2, UV2);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

View File

@@ -0,0 +1,20 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_end_portal",
"fragment": "rendertype_end_portal",
"attributes": [],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "EndPortalLayers", "type": "int", "count": 1, "values": [ 16 ] }
]
}

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#version 150
#moj_import <matrix.glsl>
uniform sampler2D Sampler0;
uniform sampler2D Sampler1;
uniform float GameTime;
uniform int EndPortalLayers;
in vec4 texProj0;
const vec3[] COLORS = vec3[](
vec3(0.022087, 0.098399, 0.110818),
vec3(0.011892, 0.095924, 0.089485),
vec3(0.027636, 0.101689, 0.100326),
vec3(0.046564, 0.109883, 0.114838),
vec3(0.064901, 0.117696, 0.097189),
vec3(0.063761, 0.086895, 0.123646),
vec3(0.084817, 0.111994, 0.166380),
vec3(0.097489, 0.154120, 0.091064),
vec3(0.106152, 0.131144, 0.195191),
vec3(0.097721, 0.110188, 0.187229),
vec3(0.133516, 0.138278, 0.148582),
vec3(0.070006, 0.243332, 0.235792),
vec3(0.196766, 0.142899, 0.214696),
vec3(0.047281, 0.315338, 0.321970),
vec3(0.204675, 0.390010, 0.302066),
vec3(0.080955, 0.314821, 0.661491)
);
const mat4 SCALE_TRANSLATE = mat4(
0.5, 0.0, 0.0, 0.25,
0.0, 0.5, 0.0, 0.25,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 end_portal_layer(float layer) {
mat4 translate = mat4(
1.0, 0.0, 0.0, 17.0 / layer,
0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (GameTime * 1.5),
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
}
out vec4 fragColor;
void main() {
vec3 color = textureProj(Sampler0, texProj0).rgb * COLORS[0];
for (int i = 0; i < EndPortalLayers; i++) {
color += textureProj(Sampler1, texProj0 * end_portal_layer(float(i + 1))).rgb * COLORS[i];
}
fragColor = vec4(color, 1.0);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_end_portal",
"fragment": "rendertype_end_portal",
"attributes": [],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "EndPortalLayers", "type": "int", "count": 1, "values": [ 15 ] }
]
}

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#version 150
#moj_import <projection.glsl>
in vec3 Position;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 texProj0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texProj0 = projection_from_position(gl_Position);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
fragColor = color * linear_fog_fade(vertexDistance, FogStart, FogEnd);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_energy_swirl",
"fragment": "rendertype_energy_swirl",
"attributes": [
"Position",
"Color",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat4 TextureMat;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = Color;
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
}

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#version 150
uniform sampler2D Sampler0;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;
in vec2 texCoord2;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < vertexColor.a) {
discard;
}
fragColor = color;
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_alpha",
"fragment": "rendertype_entity_alpha",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV1;
in vec2 UV2;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec4 vertexColor;
out vec2 texCoord0;
out vec2 texCoord1;
out vec2 texCoord2;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexColor = Color;
texCoord0 = UV0;
texCoord1 = UV1;
texCoord2 = UV2;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < 0.1) {
discard;
}
color *= vertexColor * ColorModulator;
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
color *= lightMapColor;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_cutout",
"fragment": "rendertype_entity_cutout",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <light.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;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < 0.1) {
discard;
}
color *= vertexColor * ColorModulator;
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
color *= lightMapColor;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_cutout_no_cull",
"fragment": "rendertype_entity_cutout_no_cull",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <light.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;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < 0.1) {
discard;
}
color *= vertexColor * ColorModulator;
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
color *= lightMapColor;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_cutout_no_cull_z_offset",
"fragment": "rendertype_entity_cutout_no_cull_z_offset",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <light.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;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < 0.1) {
discard;
}
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
color *= vertexColor * ColorModulator;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_decal",
"fragment": "rendertype_entity_decal",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler1" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <light.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;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
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);
fragColor = vec4(color.rgb * fade, color.a);
}

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@@ -0,0 +1,24 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_glint",
"fragment": "rendertype_entity_glint",
"attributes": [
"Position",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }
]
}

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#version 150
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat4 TextureMat;
out float vertexDistance;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
}

View File

@@ -0,0 +1,23 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
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);
fragColor = vec4(color.rgb * fade, color.a);
}

View File

@@ -0,0 +1,24 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_glint_direct",
"fragment": "rendertype_entity_glint_direct",
"attributes": [
"Position",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }
]
}

View File

@@ -0,0 +1,18 @@
#version 150
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat4 TextureMat;
out float vertexDistance;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy;
}

View File

@@ -0,0 +1,22 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

View File

@@ -0,0 +1,30 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_no_outline",
"fragment": "rendertype_entity_no_outline",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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@@ -0,0 +1,31 @@
#version 150
#moj_import <light.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

View File

@@ -0,0 +1,22 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, clamp(texCoord0, 0.0, 1.0));
color *= vertexColor * ColorModulator;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

View File

@@ -0,0 +1,25 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_entity_shadow",
"fragment": "rendertype_entity_shadow",
"attributes": [
"Position",
"Color",
"UV0"
],
"samplers": [
{ "name": "Sampler0" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

View File

@@ -0,0 +1,20 @@
#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = Color;
texCoord0 = UV0;
}

View File

@@ -0,0 +1,30 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a < 0.1) {
discard;
}
color *= vertexColor * ColorModulator;
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
color *= lightMapColor;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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