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authorGravatar Uko Koknevics2024-11-19 01:50:17 +0200
committerGravatar Uko Koknevics2024-11-19 01:50:17 +0200
commit678e669d5d7da974a4afdc31d198e222d168b7d4 (patch)
tree544fe207c6056c2d391f6dddfed29dd11537cf24 /assets/minecraft
parentMake chipped's secret oak doors look exactly the same as bookshelves :3 (diff)
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Silence Sodium's errorHEADmain
Diffstat (limited to 'assets/minecraft')
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_cutout.fsh33
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_cutout.vsh41
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_cutout_mipped.fsh33
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_cutout_mipped.vsh41
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_solid.fsh33
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_solid.vsh41
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_translucent.fsh30
-rwxr-xr-xassets/minecraft/shaders/core/rendertype_translucent.vsh41
8 files changed, 0 insertions, 293 deletions
diff --git a/assets/minecraft/shaders/core/rendertype_cutout.fsh b/assets/minecraft/shaders/core/rendertype_cutout.fsh
deleted file mode 100755
index 8db7346c..00000000
--- a/assets/minecraft/shaders/core/rendertype_cutout.fsh
+++ /dev/null
@@ -1,33 +0,0 @@
1#version 150
2
3#moj_import <fog.glsl>
4#moj_import <emissive_utils.glsl>
5
6uniform sampler2D Sampler0;
7
8uniform vec4 ColorModulator;
9uniform float FogStart;
10uniform float FogEnd;
11uniform vec4 FogColor;
12
13in float vertexDistance;
14in float dimension;
15in vec4 vertexColor;
16in vec4 lightColor;
17in vec4 maxLightColor;
18in vec2 texCoord0;
19in vec3 faceLightingNormal;
20in vec4 normal;
21
22out vec4 fragColor;
23
24void main() {
25 vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
26 float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
27 color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha) / face_lighting_check(faceLightingNormal, alpha, dimension);
28 color.a = remap_alpha(alpha) / 255.0;
29 if (color.a < 0.1) {
30 discard;
31 }
32 fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
33}
diff --git a/assets/minecraft/shaders/core/rendertype_cutout.vsh b/assets/minecraft/shaders/core/rendertype_cutout.vsh
deleted file mode 100755
index 66307ce4..00000000
--- a/assets/minecraft/shaders/core/rendertype_cutout.vsh
+++ /dev/null
@@ -1,41 +0,0 @@
1#version 150
2
3#moj_import <light.glsl>
4#moj_import <fog.glsl>
5#moj_import <emissive_utils.glsl>
6
7in vec3 Position;
8in vec4 Color;
9in vec2 UV0;
10in ivec2 UV2;
11in vec3 Normal;
12
13uniform sampler2D Sampler2;
14
15uniform mat4 ModelViewMat;
16uniform mat4 ProjMat;
17uniform int FogShape;
18uniform vec3 ChunkOffset;
19
20out float vertexDistance;
21out float dimension;
22out vec4 vertexColor;
23out vec4 lightColor;
24out vec4 maxLightColor;
25out vec2 texCoord0;
26out vec3 faceLightingNormal;
27out vec4 normal;
28
29void main() {
30 vec3 pos = Position + ChunkOffset;
31 gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
32
33 vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
34 dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
35 vertexColor = Color;
36 lightColor = minecraft_sample_lightmap(Sampler2, UV2);
37 maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
38 texCoord0 = UV0;
39 faceLightingNormal = Normal;
40 normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
41}
diff --git a/assets/minecraft/shaders/core/rendertype_cutout_mipped.fsh b/assets/minecraft/shaders/core/rendertype_cutout_mipped.fsh
deleted file mode 100755
index 5f085b1e..00000000
--- a/assets/minecraft/shaders/core/rendertype_cutout_mipped.fsh
+++ /dev/null
@@ -1,33 +0,0 @@
1#version 150
2
3#moj_import <fog.glsl>
4#moj_import <emissive_utils.glsl>
5
6uniform sampler2D Sampler0;
7
8uniform vec4 ColorModulator;
9uniform float FogStart;
10uniform float FogEnd;
11uniform vec4 FogColor;
12
13in float vertexDistance;
14in float dimension;
15in vec4 vertexColor;
16in vec4 lightColor;
17in vec4 maxLightColor;
18in vec2 texCoord0;
19in vec3 faceLightingNormal;
20in vec4 normal;
21
22out vec4 fragColor;
23
24void main() {
25 vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
26 float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
27 color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha) / face_lighting_check(faceLightingNormal, alpha, dimension);
28 color.a = remap_alpha(alpha) / 255.0;
29 if (color.a < 0.5) {
30 discard;
31 }
32 fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
33}
diff --git a/assets/minecraft/shaders/core/rendertype_cutout_mipped.vsh b/assets/minecraft/shaders/core/rendertype_cutout_mipped.vsh
deleted file mode 100755
index 66307ce4..00000000
--- a/assets/minecraft/shaders/core/rendertype_cutout_mipped.vsh
+++ /dev/null
@@ -1,41 +0,0 @@
1#version 150
2
3#moj_import <light.glsl>
4#moj_import <fog.glsl>
5#moj_import <emissive_utils.glsl>
6
7in vec3 Position;
8in vec4 Color;
9in vec2 UV0;
10in ivec2 UV2;
11in vec3 Normal;
12
13uniform sampler2D Sampler2;
14
15uniform mat4 ModelViewMat;
16uniform mat4 ProjMat;
17uniform int FogShape;
18uniform vec3 ChunkOffset;
19
20out float vertexDistance;
21out float dimension;
22out vec4 vertexColor;
23out vec4 lightColor;
24out vec4 maxLightColor;
25out vec2 texCoord0;
26out vec3 faceLightingNormal;
27out vec4 normal;
28
29void main() {
30 vec3 pos = Position + ChunkOffset;
31 gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
32
33 vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
34 dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
35 vertexColor = Color;
36 lightColor = minecraft_sample_lightmap(Sampler2, UV2);
37 maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
38 texCoord0 = UV0;
39 faceLightingNormal = Normal;
40 normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
41}
diff --git a/assets/minecraft/shaders/core/rendertype_solid.fsh b/assets/minecraft/shaders/core/rendertype_solid.fsh
deleted file mode 100755
index d51f5041..00000000
--- a/assets/minecraft/shaders/core/rendertype_solid.fsh
+++ /dev/null
@@ -1,33 +0,0 @@
1#version 150
2
3#moj_import <fog.glsl>
4#moj_import <emissive_utils.glsl>
5
6uniform sampler2D Sampler0;
7
8uniform vec4 ColorModulator;
9uniform float FogStart;
10uniform float FogEnd;
11uniform vec4 FogColor;
12
13in float vertexDistance;
14in float dimension;
15in vec4 vertexColor;
16in vec4 lightColor;
17in vec4 maxLightColor;
18in vec2 texCoord0;
19in vec3 faceLightingNormal;
20in vec4 normal;
21
22out vec4 fragColor;
23
24void main() {
25 vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
26 if (color.a < 0.1) {
27 discard;
28 }
29 float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
30 color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha) / face_lighting_check(faceLightingNormal, alpha, dimension);
31 color.a = remap_alpha(alpha) / 255.0;
32 fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
33}
diff --git a/assets/minecraft/shaders/core/rendertype_solid.vsh b/assets/minecraft/shaders/core/rendertype_solid.vsh
deleted file mode 100755
index 66307ce4..00000000
--- a/assets/minecraft/shaders/core/rendertype_solid.vsh
+++ /dev/null
@@ -1,41 +0,0 @@
1#version 150
2
3#moj_import <light.glsl>
4#moj_import <fog.glsl>
5#moj_import <emissive_utils.glsl>
6
7in vec3 Position;
8in vec4 Color;
9in vec2 UV0;
10in ivec2 UV2;
11in vec3 Normal;
12
13uniform sampler2D Sampler2;
14
15uniform mat4 ModelViewMat;
16uniform mat4 ProjMat;
17uniform int FogShape;
18uniform vec3 ChunkOffset;
19
20out float vertexDistance;
21out float dimension;
22out vec4 vertexColor;
23out vec4 lightColor;
24out vec4 maxLightColor;
25out vec2 texCoord0;
26out vec3 faceLightingNormal;
27out vec4 normal;
28
29void main() {
30 vec3 pos = Position + ChunkOffset;
31 gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
32
33 vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
34 dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
35 vertexColor = Color;
36 lightColor = minecraft_sample_lightmap(Sampler2, UV2);
37 maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
38 texCoord0 = UV0;
39 faceLightingNormal = Normal;
40 normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
41}
diff --git a/assets/minecraft/shaders/core/rendertype_translucent.fsh b/assets/minecraft/shaders/core/rendertype_translucent.fsh
deleted file mode 100755
index 2491aecf..00000000
--- a/assets/minecraft/shaders/core/rendertype_translucent.fsh
+++ /dev/null
@@ -1,30 +0,0 @@
1#version 150
2
3#moj_import <fog.glsl>
4#moj_import <emissive_utils.glsl>
5
6uniform sampler2D Sampler0;
7
8uniform vec4 ColorModulator;
9uniform float FogStart;
10uniform float FogEnd;
11uniform vec4 FogColor;
12
13in float vertexDistance;
14in float dimension;
15in vec4 vertexColor;
16in vec4 lightColor;
17in vec4 maxLightColor;
18in vec2 texCoord0;
19in vec3 faceLightingNormal;
20in vec4 normal;
21
22out vec4 fragColor;
23
24void main() {
25 vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
26 float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
27 color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha) / face_lighting_check(faceLightingNormal, alpha, dimension);
28 color.a = remap_alpha(alpha) / 255.0;
29 fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
30}
diff --git a/assets/minecraft/shaders/core/rendertype_translucent.vsh b/assets/minecraft/shaders/core/rendertype_translucent.vsh
deleted file mode 100755
index 66307ce4..00000000
--- a/assets/minecraft/shaders/core/rendertype_translucent.vsh
+++ /dev/null
@@ -1,41 +0,0 @@
1#version 150
2
3#moj_import <light.glsl>
4#moj_import <fog.glsl>
5#moj_import <emissive_utils.glsl>
6
7in vec3 Position;
8in vec4 Color;
9in vec2 UV0;
10in ivec2 UV2;
11in vec3 Normal;
12
13uniform sampler2D Sampler2;
14
15uniform mat4 ModelViewMat;
16uniform mat4 ProjMat;
17uniform int FogShape;
18uniform vec3 ChunkOffset;
19
20out float vertexDistance;
21out float dimension;
22out vec4 vertexColor;
23out vec4 lightColor;
24out vec4 maxLightColor;
25out vec2 texCoord0;
26out vec3 faceLightingNormal;
27out vec4 normal;
28
29void main() {
30 vec3 pos = Position + ChunkOffset;
31 gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);
32
33 vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
34 dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
35 vertexColor = Color;
36 lightColor = minecraft_sample_lightmap(Sampler2, UV2);
37 maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
38 texCoord0 = UV0;
39 faceLightingNormal = Normal;
40 normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
41}