eaglercraft-1.8/sources/resources/assets/eagler/glsl/core.vsh

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/*
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* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
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*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
in vec3 a_position3f;
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
#define _COMPILE_VARYING_POSITION
#endif
#ifdef _COMPILE_VARYING_POSITION
out vec4 v_position4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
out vec3 v_objectPosition3f;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 a_color4f;
out vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
out vec3 v_normal3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
out vec2 v_lightmap2f;
uniform mat4 u_textureMat4f02;
#endif
uniform mat4 u_modelviewMat4f;
uniform mat4 u_projectionMat4f;
void main() {
#ifdef COMPILE_ENABLE_TEX_GEN
v_objectPosition3f = a_position3f;
#endif
vec4 pos = u_modelviewMat4f * vec4(a_position3f, 1.0);
#ifdef _COMPILE_VARYING_POSITION
v_position4f = pos;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
mat4x3 texMat4x3 = mat4x3(
u_textureMat4f01[0].xyw,
u_textureMat4f01[1].xyw,
u_textureMat4f01[2].xyw,
u_textureMat4f01[3].xyw
);
vec3 v_textureTmp3f = texMat4x3 * vec4(a_texture2f, 0.0, 1.0);
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v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#ifdef COMPILE_COLOR_ATTRIB
v_color4f = a_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
#ifdef COMPILE_TEXTURE_ATTRIB
texMat4x3 = mat4x3(
#else
mat4x3 texMat4x3 = mat4x3(
#endif
u_textureMat4f02[0].xyw,
u_textureMat4f02[1].xyw,
u_textureMat4f02[2].xyw,
u_textureMat4f02[3].xyw
);
vec3 v_lightmapTmp3f = texMat4x3 * vec4(a_lightmap2f, 0.0, 1.0);
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v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
#endif
gl_Position = u_projectionMat4f * pos;
}