Files
Reimagined/shaderpacks/Reimagined - Low/shaders/program/gbuffers_armor_glint.glsl
T
2026-05-07 21:38:27 +03:00

107 lines
2.6 KiB
GLSL

//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
#include "/lib/misc/distortWorld.glsl"
#endif
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
in vec2 texCoord;
flat in vec4 glColor;
//Pipeline Constants//
//Common Variables//
//Common Functions//
//Includes//
#ifdef COLOR_CODED_PROGRAMS
#include "/lib/misc/colorCodedPrograms.glsl"
#endif
//Program//
void main() {
vec4 color = texture2D(tex, texCoord);
color *= glColor;
color.rgb *= glColor.a; // Needed for Minecraft's "Glint Strength" apparently
#ifdef COLOR_CODED_PROGRAMS
ColorCodeProgram(color, -1);
#endif
/* DRAWBUFFERS:06 */
gl_FragData[0] = color;
gl_FragData[1] = vec4(texelFetch(colortex6, texelCoord, 0).rgb, 1.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
out vec2 texCoord;
flat out vec4 glColor;
//Attributes//
#if defined ATLAS_ROTATION || defined WAVE_EVERYTHING
attribute vec4 mc_midTexCoord;
vec2 lmCoord = GetLightMapCoordinates();
#endif
//Common Variables//
//Common Functions//
//Includes//
#ifdef WAVE_EVERYTHING
#include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
#ifdef ATLAS_ROTATION
texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
#endif
glColor = gl_Color;
#if HAND_SWAYING > 0
if (gl_ProjectionMatrix[2][2] > -0.5) {
#include "/lib/misc/handSway.glsl"
}
#endif
#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
if (gl_ProjectionMatrix[2][2] < -0.5) {
vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
#ifdef MIRROR_DIMENSION
doMirrorDimension(position);
#endif
#ifdef WORLD_CURVATURE
position.y += doWorldCurvature(position.xz);
#endif
#ifdef WAVE_EVERYTHING
DoWaveEverything(position.xyz);
#endif
gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
}
#endif
}
#endif