#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) * */ precision lowp int; precision highp float; precision highp sampler2D; layout(location = 0) in vec2 a_position2f; layout(location = 1) in vec2 a_texcoord2f; out vec2 v_texcoord2f; out float v_occlusion1f; uniform sampler2D u_sunOcclusionValue; uniform mat3 u_sunFlareMatrix3f; void main() { v_occlusion1f = max(textureLod(u_sunOcclusionValue, vec2(0.5, 0.5), 0.0).r * 1.5 - 0.5, 0.0); if(v_occlusion1f == 0.0) { gl_Position = vec4(-10.0, -10.0, -10.0, 1.0); return; } v_texcoord2f = a_texcoord2f; vec3 pos3f = u_sunFlareMatrix3f * vec3(a_position2f, 1.0); gl_Position = vec4(pos3f.x, pos3f.y, 0.0, pos3f.z); }