#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * 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, 1.0, 1.0); 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, 1.0, 1.0); v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z; #endif gl_Position = u_projectionMat4f * pos; }