98 lines
2.2 KiB
GLSL
98 lines
2.2 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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in vec3 a_position3f;
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#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
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#define _COMPILE_VARYING_POSITION
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#endif
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#ifdef _COMPILE_VARYING_POSITION
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out vec4 v_position4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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out vec3 v_objectPosition3f;
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#endif
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 a_texture2f;
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out vec2 v_texture2f;
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uniform mat4 u_textureMat4f01;
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#endif
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#ifdef COMPILE_COLOR_ATTRIB
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in vec4 a_color4f;
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out vec4 v_color4f;
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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in vec4 a_normal4f;
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out vec3 v_normal3f;
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#endif
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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in vec2 a_lightmap2f;
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out vec2 v_lightmap2f;
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uniform mat4 u_textureMat4f02;
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#endif
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#ifdef _COMPILE_VARYING_POSITION
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uniform mat4 u_modelviewMat4f;
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uniform mat4 u_projectionMat4f;
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#else
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uniform mat4 u_modelviewProjMat4f;
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#ifdef COMPILE_NORMAL_ATTRIB
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uniform mat4 u_modelviewMat4f;
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#endif
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#endif
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#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
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void main() {
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#ifdef COMPILE_ENABLE_TEX_GEN
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v_objectPosition3f = a_position3f;
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#endif
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#ifdef _COMPILE_VARYING_POSITION
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v_position4f = u_modelviewMat4f * vec4(a_position3f, 1.0);
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#endif
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#ifdef COMPILE_TEXTURE_ATTRIB
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vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
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v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
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#endif
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#ifdef COMPILE_COLOR_ATTRIB
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v_color4f = a_color4f;
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
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#endif
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
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v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
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#endif
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#ifdef _COMPILE_VARYING_POSITION
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gl_Position = u_projectionMat4f * v_position4f;
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#else
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gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
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#endif
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}
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