├── LICENSE ├── README.md ├── images ├── 0.png ├── 1.png ├── 2.png ├── 3.png ├── 4.png └── 5.png ├── resourcepack-shaders ├── assets │ └── minecraft │ │ ├── shaders │ │ ├── core │ │ │ ├── particle.fsh │ │ │ ├── particle.json │ │ │ ├── particle.vsh │ │ │ ├── position.fsh │ │ │ ├── position.json │ │ │ ├── position.vsh │ │ │ ├── position_color.fsh │ │ │ ├── position_color.json │ │ │ ├── position_color.vsh │ │ │ ├── position_color_tex.fsh │ │ │ ├── position_color_tex.json │ │ │ ├── position_color_tex.vsh │ │ │ ├── position_tex.fsh │ │ │ ├── position_tex.json │ │ │ ├── position_tex.vsh │ │ │ ├── position_tex_color.fsh │ │ │ ├── position_tex_color.json │ │ │ ├── position_tex_color.vsh │ │ │ ├── position_tex_color_normal.fsh │ │ │ ├── position_tex_color_normal.json │ │ │ ├── position_tex_color_normal.vsh │ │ │ ├── rendertype_armor_cutout_no_cull.fsh │ │ │ ├── rendertype_armor_cutout_no_cull.json │ │ │ ├── rendertype_armor_cutout_no_cull.vsh │ │ │ ├── rendertype_armor_entity_glint.fsh │ │ │ ├── rendertype_armor_entity_glint.json │ │ │ ├── rendertype_armor_entity_glint.vsh │ │ │ ├── rendertype_beacon_beam.fsh │ │ │ ├── rendertype_beacon_beam.json │ │ │ ├── rendertype_beacon_beam.vsh │ │ │ ├── rendertype_breeze_wind.fsh │ │ │ ├── rendertype_breeze_wind.json │ │ │ ├── rendertype_breeze_wind.vsh │ │ │ ├── rendertype_crumbling.fsh │ │ │ ├── rendertype_crumbling.json │ │ │ ├── rendertype_crumbling.vsh │ │ │ ├── rendertype_cutout.fsh │ │ │ ├── rendertype_cutout.json │ │ │ ├── rendertype_cutout.vsh │ │ │ ├── rendertype_cutout_mipped.fsh │ │ │ ├── rendertype_cutout_mipped.json │ │ │ ├── rendertype_cutout_mipped.vsh │ │ │ ├── rendertype_end_gateway.json │ │ │ ├── rendertype_end_portal.fsh │ │ │ ├── rendertype_end_portal.json │ │ │ ├── rendertype_end_portal.vsh │ │ │ ├── rendertype_energy_swirl.fsh │ │ │ ├── rendertype_energy_swirl.json │ │ │ ├── rendertype_energy_swirl.vsh │ │ │ ├── rendertype_entity_alpha.fsh │ │ │ ├── rendertype_entity_alpha.json │ │ │ ├── rendertype_entity_alpha.vsh │ │ │ ├── rendertype_entity_cutout.fsh │ │ │ ├── rendertype_entity_cutout.json │ │ │ ├── rendertype_entity_cutout.vsh │ │ │ ├── rendertype_entity_cutout_no_cull.fsh │ │ │ ├── rendertype_entity_cutout_no_cull.json │ │ │ ├── rendertype_entity_cutout_no_cull.vsh │ │ │ ├── rendertype_entity_cutout_no_cull_z_offset.fsh │ │ │ ├── rendertype_entity_cutout_no_cull_z_offset.json │ │ │ ├── rendertype_entity_cutout_no_cull_z_offset.vsh │ │ │ ├── rendertype_entity_decal.fsh │ │ │ ├── rendertype_entity_decal.json │ │ │ ├── rendertype_entity_decal.vsh │ │ │ ├── rendertype_entity_glint_direct.fsh │ │ │ ├── rendertype_entity_glint_direct.json │ │ │ ├── rendertype_entity_glint_direct.vsh │ │ │ ├── rendertype_entity_no_outline.fsh │ │ │ ├── rendertype_entity_no_outline.json │ │ │ ├── rendertype_entity_no_outline.vsh │ │ │ ├── rendertype_entity_shadow.fsh │ │ │ ├── rendertype_entity_shadow.json │ │ │ ├── rendertype_entity_shadow.vsh │ │ │ ├── rendertype_entity_smooth_cutout.fsh │ │ │ ├── rendertype_entity_smooth_cutout.json │ │ │ ├── rendertype_entity_smooth_cutout.vsh │ │ │ ├── rendertype_entity_solid.fsh │ │ │ ├── rendertype_entity_solid.json │ │ │ ├── rendertype_entity_solid.vsh │ │ │ ├── rendertype_entity_translucent.fsh │ │ │ ├── rendertype_entity_translucent.json │ │ │ ├── rendertype_entity_translucent.vsh │ │ │ ├── rendertype_entity_translucent_cull.fsh │ │ │ ├── rendertype_entity_translucent_cull.json │ │ │ ├── rendertype_entity_translucent_cull.vsh │ │ │ ├── rendertype_entity_translucent_emissive.fsh │ │ │ ├── rendertype_entity_translucent_emissive.json │ │ │ ├── rendertype_entity_translucent_emissive.vsh │ │ │ ├── rendertype_eyes.fsh │ │ │ ├── rendertype_eyes.json │ │ │ ├── rendertype_eyes.vsh │ │ │ ├── rendertype_glint_direct.fsh │ │ │ ├── rendertype_glint_direct.json │ │ │ ├── rendertype_glint_direct.vsh │ │ │ ├── rendertype_gui.fsh │ │ │ ├── rendertype_gui.json │ │ │ ├── rendertype_gui.vsh │ │ │ ├── rendertype_item_entity_translucent_cull.fsh │ │ │ ├── rendertype_item_entity_translucent_cull.json │ │ │ ├── rendertype_item_entity_translucent_cull.vsh │ │ │ ├── rendertype_leash.fsh │ │ │ ├── rendertype_leash.json │ │ │ ├── rendertype_leash.vsh │ │ │ ├── rendertype_lines.fsh │ │ │ ├── rendertype_lines.json │ │ │ ├── rendertype_lines.vsh │ │ │ ├── rendertype_solid.fsh │ │ │ ├── rendertype_solid.json │ │ │ ├── rendertype_solid.vsh │ │ │ ├── rendertype_text.fsh │ │ │ ├── rendertype_text.json │ │ │ ├── rendertype_text.vsh │ │ │ ├── rendertype_text_background.fsh │ │ │ ├── rendertype_text_background.json │ │ │ ├── rendertype_text_background.vsh │ │ │ ├── rendertype_text_background_see_through.fsh │ │ │ ├── rendertype_text_background_see_through.json │ │ │ ├── rendertype_text_background_see_through.vsh │ │ │ ├── rendertype_text_intensity.fsh │ │ │ ├── rendertype_text_intensity.json │ │ │ ├── rendertype_text_intensity.vsh │ │ │ ├── rendertype_text_intensity_see_through.fsh │ │ │ ├── rendertype_text_intensity_see_through.json │ │ │ ├── rendertype_text_intensity_see_through.vsh │ │ │ ├── rendertype_text_see_through.fsh │ │ │ ├── rendertype_text_see_through.json │ │ │ ├── rendertype_text_see_through.vsh │ │ │ ├── rendertype_translucent.fsh │ │ │ ├── rendertype_translucent.json │ │ │ ├── rendertype_translucent.vsh │ │ │ ├── rendertype_translucent_moving_block.fsh │ │ │ ├── rendertype_translucent_moving_block.json │ │ │ ├── rendertype_translucent_moving_block.vsh │ │ │ ├── rendertype_tripwire.fsh │ │ │ ├── rendertype_tripwire.json │ │ │ └── rendertype_tripwire.vsh │ │ ├── include │ │ │ ├── fog.glsl │ │ │ ├── light.glsl │ │ │ ├── matrix.glsl │ │ │ ├── projection.glsl │ │ │ └── utils.glsl │ │ ├── post │ │ │ └── transparency.json │ │ └── program │ │ │ ├── composite0.fsh │ │ │ ├── composite0.json │ │ │ ├── composite0.vsh │ │ │ ├── composite1.fsh │ │ │ ├── composite1.json │ │ │ ├── composite1.vsh │ │ │ ├── composite2.fsh │ │ │ ├── composite2.json │ │ │ ├── composite2.vsh │ │ │ ├── copy.json │ │ │ ├── copy.vsh │ │ │ ├── edge.fsh │ │ │ ├── edge.json │ │ │ ├── edge.vsh │ │ │ ├── edge_smooth.fsh │ │ │ ├── edge_smooth.json │ │ │ ├── edge_smooth.vsh │ │ │ ├── postprocess0.fsh │ │ │ ├── postprocess0.json │ │ │ ├── postprocess0.vsh │ │ │ ├── postprocess1.fsh │ │ │ ├── postprocess1.json │ │ │ ├── postprocess1.vsh │ │ │ ├── postprocess2.fsh │ │ │ ├── postprocess2.json │ │ │ ├── postprocess2.vsh │ │ │ ├── preprocess0.fsh │ │ │ ├── preprocess0.json │ │ │ ├── preprocess0.vsh │ │ │ ├── preprocess1.fsh │ │ │ ├── preprocess1.json │ │ │ ├── preprocess1.vsh │ │ │ ├── preprocess2.fsh │ │ │ ├── preprocess2.json │ │ │ ├── preprocess2.vsh │ │ │ ├── preprocess3.fsh │ │ │ ├── preprocess3.json │ │ │ ├── preprocess3.vsh │ │ │ ├── shading0.fsh │ │ │ ├── shading0.json │ │ │ ├── shading0.vsh │ │ │ ├── shading1.fsh │ │ │ ├── shading1.json │ │ │ ├── shading1.vsh │ │ │ ├── shading2.fsh │ │ │ ├── shading2.json │ │ │ ├── shading2.vsh │ │ │ ├── shading3.fsh │ │ │ ├── shading3.json │ │ │ ├── shading3.vsh │ │ │ ├── shading4.fsh │ │ │ ├── shading4.json │ │ │ ├── shading4.vsh │ │ │ ├── water0.fsh │ │ │ ├── water0.json │ │ │ ├── water0.vsh │ │ │ ├── water1.fsh │ │ │ ├── water1.json │ │ │ └── water1.vsh │ │ └── textures │ │ └── misc │ │ └── vignette.png └── pack.mcmeta └── resourcepack-textures ├── assets └── minecraft │ └── textures │ ├── block │ ├── acacia_leaves.png │ ├── acacia_sapling.png │ ├── activator_rail_on.png │ ├── allium.png │ ├── amethyst_block.png │ ├── amethyst_cluster.png │ ├── attached_melon_stem.png │ ├── attached_pumpkin_stem.png │ ├── azalea_leaves.png │ ├── azalea_plant.png │ ├── azalea_side.png │ ├── azalea_top.png │ ├── azure_bluet.png │ ├── bamboo_large_leaves.png │ ├── bamboo_singleleaf.png │ ├── bamboo_small_leaves.png │ ├── bamboo_stage0.png │ ├── beacon.png │ ├── beetroots_stage0.png │ ├── beetroots_stage1.png │ ├── beetroots_stage2.png │ ├── beetroots_stage3.png │ ├── big_dripleaf_side.png │ ├── big_dripleaf_stem.png │ ├── big_dripleaf_tip.png │ ├── big_dripleaf_top.png │ ├── birch_leaves.png │ ├── birch_sapling.png │ ├── blast_furnace_front_on.png │ ├── blast_furnace_front_on.png.mcmeta │ ├── blue_orchid.png │ ├── brain_coral.png │ ├── brain_coral_fan.png │ ├── brown_mushroom.png │ ├── bubble_coral.png │ ├── bubble_coral_fan.png │ ├── budding_amethyst.png │ ├── calibrated_sculk_sensor_amethyst.png │ ├── calibrated_sculk_sensor_input_side.png │ ├── calibrated_sculk_sensor_top.png │ ├── campfire_fire.png │ ├── campfire_fire.png.mcmeta │ ├── campfire_log_lit.png │ ├── campfire_log_lit.png.mcmeta │ ├── carrots_stage0.png │ ├── carrots_stage1.png │ ├── carrots_stage2.png │ ├── carrots_stage3.png │ ├── cave_vines.png │ ├── cave_vines_lit.png │ ├── cave_vines_plant.png │ ├── cave_vines_plant_lit.png │ ├── cherry_leaves.png │ ├── cherry_sapling.png │ ├── chorus_flower.png │ ├── cobweb.png │ ├── cocoa_stage0.png │ ├── cocoa_stage1.png │ ├── cocoa_stage2.png │ ├── copper_bulb_lit.png │ ├── copper_bulb_lit_powered.png │ ├── copper_bulb_powered.png │ ├── cornflower.png │ ├── crafter_east_crafting.png │ ├── crafter_east_triggered.png │ ├── crafter_south_triggered.png │ ├── crafter_top_crafting.png │ ├── crafter_top_triggered.png │ ├── crafter_west_crafting.png │ ├── crafter_west_triggered.png │ ├── crimson_fungus.png │ ├── crimson_roots.png │ ├── crimson_roots_pot.png │ ├── crying_obsidian.png │ ├── dandelion.png │ ├── dark_oak_leaves.png │ ├── dark_oak_sapling.png │ ├── dead_brain_coral.png │ ├── dead_brain_coral_fan.png │ ├── dead_bubble_coral.png │ ├── dead_bubble_coral_fan.png │ ├── dead_bush.png │ ├── dead_fire_coral.png │ ├── dead_fire_coral_fan.png │ ├── dead_horn_coral.png │ ├── dead_horn_coral_fan.png │ ├── dead_tube_coral.png │ ├── dead_tube_coral_fan.png │ ├── detector_rail_on.png │ ├── dragon_egg.png │ ├── end_rod.png │ ├── exposed_copper_bulb_lit.png │ ├── exposed_copper_bulb_lit_powered.png │ ├── exposed_copper_bulb_powered.png │ ├── fern.png │ ├── fire_0.png │ ├── fire_0.png.mcmeta │ ├── fire_1.png │ ├── fire_1.png.mcmeta │ ├── fire_coral.png │ ├── fire_coral_fan.png │ ├── flowering_azalea_leaves.png │ ├── flowering_azalea_side.png │ ├── flowering_azalea_top.png │ ├── furnace_front_on.png │ ├── glow_lichen.png │ ├── glowstone.png │ ├── grass.png │ ├── hanging_roots.png │ ├── horn_coral.png │ ├── horn_coral_fan.png │ ├── jack_o_lantern.png │ ├── jungle_leaves.png │ ├── jungle_sapling.png │ ├── kelp.png │ ├── kelp.png.mcmeta │ ├── kelp_plant.png │ ├── kelp_plant.png.mcmeta │ ├── lantern.png │ ├── lantern.png.mcmeta │ ├── large_amethyst_bud.png │ ├── large_fern_bottom.png │ ├── large_fern_top.png │ ├── lava_flow.png │ ├── lava_flow.png.mcmeta │ ├── lava_still.png │ ├── lava_still.png.mcmeta │ ├── lilac_bottom.png │ ├── lilac_top.png │ ├── lily_of_the_valley.png │ ├── lily_pad.png │ ├── magma.png │ ├── magma.png.mcmeta │ ├── mangrove_leaves.png │ ├── mangrove_propagule.png │ ├── mangrove_propagule_hanging.png │ ├── medium_amethyst_bud.png │ ├── melon_stem.png │ ├── nether_sprouts.png │ ├── oak_leaves.png │ ├── oak_sapling.png │ ├── observer_back_on.png │ ├── ochre_froglight_side.png │ ├── ochre_froglight_top.png │ ├── orange_tulip.png │ ├── oxeye_daisy.png │ ├── oxidized_copper_bulb_lit.png │ ├── oxidized_copper_bulb_lit_powered.png │ ├── oxidized_copper_bulb_powered.png │ ├── pearlescent_froglight_side.png │ ├── pearlescent_froglight_top.png │ ├── peony_bottom.png │ ├── peony_top.png │ ├── pink_petals.png │ ├── pink_petals_stem.png │ ├── pink_tulip.png │ ├── pitcher_crop_bottom_stage_1.png │ ├── pitcher_crop_bottom_stage_2.png │ ├── pitcher_crop_bottom_stage_3.png │ ├── pitcher_crop_bottom_stage_4.png │ ├── pitcher_crop_top_stage_3.png │ ├── pitcher_crop_top_stage_4.png │ ├── pointed_dripstone_down_base.png │ ├── pointed_dripstone_down_frustum.png │ ├── pointed_dripstone_down_middle.png │ ├── pointed_dripstone_down_tip.png │ ├── pointed_dripstone_down_tip_merge.png │ ├── pointed_dripstone_up_base.png │ ├── pointed_dripstone_up_frustum.png │ ├── pointed_dripstone_up_middle.png │ ├── pointed_dripstone_up_tip.png │ ├── pointed_dripstone_up_tip_merge.png │ ├── poppy.png │ ├── potatoes_stage0.png │ ├── potatoes_stage1.png │ ├── potatoes_stage2.png │ ├── potatoes_stage3.png │ ├── potted_azalea_bush_plant.png │ ├── potted_azalea_bush_side.png │ ├── potted_azalea_bush_top.png │ ├── potted_flowering_azalea_bush_plant.png │ ├── potted_flowering_azalea_bush_side.png │ ├── potted_flowering_azalea_bush_top.png │ ├── powered_rail_on.png │ ├── pumpkin_stem.png │ ├── red_tulip.png │ ├── redstone_dust_dot.png │ ├── redstone_dust_line0.png │ ├── redstone_dust_line1.png │ ├── redstone_dust_overlay.png │ ├── redstone_lamp_on.png │ ├── redstone_torch.png │ ├── repeater_on.png │ ├── respawn_anchor_bottom.png │ ├── respawn_anchor_side0.png │ ├── respawn_anchor_side1.png │ ├── respawn_anchor_side2.png │ ├── respawn_anchor_side3.png │ ├── respawn_anchor_side4.png │ ├── respawn_anchor_top.png │ ├── respawn_anchor_top.png.mcmeta │ ├── respawn_anchor_top_off.png │ ├── rose_bush_bottom.png │ ├── rose_bush_top.png │ ├── sculk.png │ ├── sculk.png.mcmeta │ ├── sculk_catalyst_side.png │ ├── sculk_catalyst_side_bloom.png │ ├── sculk_catalyst_side_bloom.png.mcmeta │ ├── sculk_catalyst_top.png │ ├── sculk_catalyst_top_bloom.png │ ├── sculk_catalyst_top_bloom.png.mcmeta │ ├── sculk_sensor_bottom.png │ ├── sculk_sensor_side.png │ ├── sculk_sensor_tendril_active.png │ ├── sculk_sensor_tendril_active.png.mcmeta │ ├── sculk_sensor_top.png │ ├── sculk_shrieker_bottom.png │ ├── sculk_shrieker_can_summon_inner_top.png │ ├── sculk_shrieker_can_summon_inner_top.png.mcmeta │ ├── sculk_shrieker_inner_top.png │ ├── sculk_shrieker_inner_top.png.mcmeta │ ├── sculk_shrieker_side.png │ ├── sculk_vein.png │ ├── sculk_vein.png.mcmeta │ ├── sea_lantern.png │ ├── sea_lantern.png.mcmeta │ ├── sea_pickle.png │ ├── seagrass.png │ ├── seagrass.png.mcmeta │ ├── short_grass.png │ ├── shroomlight.png │ ├── small_amethyst_bud.png │ ├── small_dripleaf_side.png │ ├── small_dripleaf_stem_bottom.png │ ├── small_dripleaf_stem_top.png │ ├── small_dripleaf_top.png │ ├── smoker_front_on.png │ ├── smoker_front_on.png.mcmeta │ ├── soul_campfire_fire.png │ ├── soul_campfire_fire.png.mcmeta │ ├── soul_campfire_log_lit.png │ ├── soul_campfire_log_lit.png.mcmeta │ ├── soul_fire_0.png │ ├── soul_fire_0.png.mcmeta │ ├── soul_fire_1.png │ ├── soul_fire_1.png.mcmeta │ ├── soul_lantern.png │ ├── soul_lantern.png.mcmeta │ ├── soul_torch.png │ ├── spore_blossom.png │ ├── spore_blossom_base.png │ ├── spruce_leaves.png │ ├── spruce_sapling.png │ ├── sugar_cane.png │ ├── sunflower_back.png │ ├── sunflower_bottom.png │ ├── sunflower_front.png │ ├── sunflower_top.png │ ├── sweet_berry_bush_stage0.png │ ├── sweet_berry_bush_stage1.png │ ├── sweet_berry_bush_stage2.png │ ├── sweet_berry_bush_stage3.png │ ├── tall_grass_bottom.png │ ├── tall_grass_top.png │ ├── tall_seagrass_bottom.png │ ├── tall_seagrass_bottom.png.mcmeta │ ├── tall_seagrass_top.png │ ├── tall_seagrass_top.png.mcmeta │ ├── torch.png │ ├── torchflower.png │ ├── torchflower_crop_stage0.png │ ├── torchflower_crop_stage1.png │ ├── trial_spawner_side_active.png │ ├── trial_spawner_top_active.png │ ├── trial_spawner_top_ejecting_reward.png │ ├── tube_coral.png │ ├── tube_coral_fan.png │ ├── twisting_vines.png │ ├── twisting_vines_plant.png │ ├── verdant_froglight_side.png │ ├── verdant_froglight_top.png │ ├── vine.png │ ├── warped_fungus.png │ ├── warped_roots.png │ ├── warped_roots_pot.png │ ├── weathered_copper_bulb_lit.png │ ├── weathered_copper_bulb_lit_powered.png │ ├── weathered_copper_bulb_powered.png │ ├── weeping_vines.png │ ├── weeping_vines_plant.png │ ├── wheat_stage0.png │ ├── wheat_stage1.png │ ├── wheat_stage2.png │ ├── wheat_stage3.png │ ├── wheat_stage4.png │ ├── wheat_stage5.png │ ├── wheat_stage6.png │ ├── wheat_stage7.png │ ├── white_tulip.png │ └── wither_rose.png │ ├── entity │ ├── breeze │ │ └── breeze.png │ └── end_crystal │ │ ├── end_crystal.png │ │ └── end_crystal_beam.png │ ├── environment │ ├── moon_phases.png │ ├── rain.png │ └── snow.png │ ├── misc │ └── vignette.png │ └── particle │ ├── splash_0.png │ ├── splash_1.png │ ├── splash_2.png │ └── splash_3.png └── pack.mcmeta /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Bradley Qu 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /images/0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bradleyq/mc_vanilla_shaders/ecf7c6e32aa40d6fb2dff3423dbfa8dc2ddd00d6/images/0.png -------------------------------------------------------------------------------- /images/1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bradleyq/mc_vanilla_shaders/ecf7c6e32aa40d6fb2dff3423dbfa8dc2ddd00d6/images/1.png -------------------------------------------------------------------------------- /images/2.png: 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https://raw.githubusercontent.com/bradleyq/mc_vanilla_shaders/ecf7c6e32aa40d6fb2dff3423dbfa8dc2ddd00d6/images/5.png -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/particle.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec2 texCoord0; 11 | in vec2 texCoord2; 12 | in vec4 baseColor; 13 | in vec4 vertexColor; 14 | in float isBlock; 15 | 16 | out vec4 fragColor; 17 | 18 | #define MIN_BLOCK_ALPHA 0.75 19 | 20 | void main() { 21 | vec4 color = textureLod(Sampler0, texCoord0, -4); 22 | 23 | color *= baseColor * ColorModulator; 24 | 25 | if (color.a < ALPHACUTOFF) { 26 | discard; 27 | } 28 | 29 | int pbr = PBRTYPE_EMISSIVE; 30 | if (isBlock > 0.0001) { 31 | pbr = PBRTYPE_STANDARD; 32 | color.a = max(color.a, MIN_BLOCK_ALPHA); 33 | } 34 | 35 | color = getOutColorPtclRGBLock(color, vertexColor, texCoord2, pbr); 36 | 37 | fragColor = color; 38 | } 39 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/particle.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "1", 7 | "dstalpha" : "0" 8 | }, 9 | "vertex": "particle", 10 | "fragment": "particle", 11 | "attributes": [ 12 | "Position", 13 | "UV0", 14 | "Color", 15 | "UV2" 16 | ], 17 | "samplers": [ 18 | { "name": "Sampler0" }, 19 | { "name": "Sampler2" } 20 | ], 21 | "uniforms": [ 22 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "0", 7 | "dstalpha" : "1" 8 | }, 9 | "vertex": "position", 10 | "fragment": "position", 11 | "attributes": [ 12 | ], 13 | "samplers": [ 14 | ], 15 | "uniforms": [ 16 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 19 | { "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 20 | { "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] }, 21 | { "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] }, 22 | { "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | in vec4 vertexColor; 7 | 8 | uniform vec4 ColorModulator; 9 | uniform vec2 ScreenSize; 10 | uniform mat4 ProjMat; 11 | 12 | out vec4 fragColor; 13 | 14 | void main() { 15 | bool gui = isGUI(ProjMat); 16 | if (!gui) { 17 | discardControl(gl_FragCoord.xy, ScreenSize.x); 18 | } 19 | 20 | vec4 color = vertexColor * ColorModulator; 21 | 22 | if (color.a == 0.0) { 23 | discard; 24 | } 25 | 26 | if (!gui) { 27 | color = getOutColorSTDALock(color, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 28 | } 29 | 30 | fragColor = color; 31 | } 32 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "0", 7 | "dstalpha" : "1" 8 | }, 9 | "vertex": "position_color", 10 | "fragment": "position_color", 11 | "attributes": [ 12 | "Color" 13 | ], 14 | "samplers": [ 15 | ], 16 | "uniforms": [ 17 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 21 | { "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 22 | ] 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec4 Color; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat3 IViewRotMat; 12 | 13 | out vec4 vertexColor; 14 | 15 | #define HORIZON_DISTANCE 120.0 16 | #define FUDGE 20.0 17 | 18 | void main() { 19 | bool gui = isGUI(ProjMat); 20 | 21 | if (!gui && length((IViewRotMat * Position).xz) > HORIZON_DISTANCE - FUDGE) { 22 | gl_Position = VSH_DISCARD; 23 | } 24 | else { 25 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 26 | } 27 | 28 | vertexColor = Color; 29 | } 30 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color_tex.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | uniform sampler2D Sampler0; 5 | 6 | uniform vec4 ColorModulator; 7 | 8 | in vec4 vertexColor; 9 | in vec2 texCoord0; 10 | 11 | out vec4 fragColor; 12 | 13 | void main() { 14 | vec4 color = texture(Sampler0, texCoord0) * vertexColor; 15 | if (color.a < 0.1) { 16 | discard; 17 | } 18 | color.a = 1.0 - (1.0 - color.a) * 0.5; 19 | fragColor = color * ColorModulator; 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color_tex.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "position_color_tex", 8 | "fragment": "position_color_tex", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler0" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_color_tex.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 vertexColor; 12 | out vec2 texCoord0; 13 | 14 | void main() { 15 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 16 | 17 | vertexColor = Color; 18 | texCoord0 = UV0; 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_tex_color.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec2 UV0; 8 | in vec4 Color; 9 | 10 | uniform mat4 ModelViewMat; 11 | uniform mat4 ProjMat; 12 | uniform mat3 IViewRotMat; 13 | uniform float FogStart; 14 | uniform float FogEnd; 15 | 16 | out vec2 texCoord0; 17 | out vec4 vertexColor; 18 | out mat4 modelMat; 19 | out vec3 pos; 20 | 21 | void main() { 22 | bool gui = isGUI(ProjMat); 23 | bool hand = isHand(FogStart, FogEnd); 24 | 25 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 26 | pos = vec3(0.0); 27 | if (!gui && !hand) { 28 | gl_Position.z = -1.0 * gl_Position.w; 29 | 30 | vec4 origin = inverse(ProjMat * ModelViewMat) * vec4(0.0, 0.0, -1.0, 1.0); 31 | origin.xyz /= origin.w; 32 | pos = IViewRotMat * (Position - origin.xyz); 33 | } 34 | 35 | texCoord0 = UV0; 36 | vertexColor = Color; 37 | modelMat = mat4(inverse(IViewRotMat)) * ModelViewMat; 38 | } 39 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_tex_color_normal.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "1", 5 | "dstrgb": "0" 6 | }, 7 | "vertex": "position_tex_color_normal", 8 | "fragment": "position_tex_color_normal", 9 | "attributes": [ 10 | "Position", 11 | "UV0", 12 | "Normal" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler0" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/position_tex_color_normal.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec2 UV0; 8 | in vec3 Normal; 9 | 10 | uniform mat4 ModelViewMat; 11 | uniform mat4 ProjMat; 12 | uniform mat3 IViewRotMat; 13 | 14 | out vec2 texCoord0; 15 | out vec3 normal; 16 | out vec3 gpos; 17 | out float yval; 18 | 19 | void main() { 20 | 21 | texCoord0 = UV0; 22 | 23 | normal = Normal; 24 | gpos = IViewRotMat * (ModelViewMat * vec4(Position, 1.0)).xyz; 25 | 26 | yval = 0.0; 27 | 28 | int faceVert = gl_VertexID % 4; 29 | if (((faceVert == 1 || faceVert == 2) && abs(dot(normal, vec3(1.0, 0.0, 0.0))) > 0.99) 30 | || ((faceVert == 0 || faceVert == 1) && abs(dot(normal, vec3(0.0, 0.0, 1.0))) > 0.99) 31 | || (dot(normal, vec3(0.0, 1.0, 0.0)) > 0.99)){ 32 | yval = 1.0; 33 | } 34 | else { 35 | gpos.y -= 4.0; 36 | } 37 | 38 | gl_Position = ProjMat * vec4(gpos * IViewRotMat, 1.0); 39 | } 40 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_armor_cutout_no_cull.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform mat4 ProjMat; 8 | uniform sampler2D Sampler0; 9 | 10 | uniform vec4 ColorModulator; 11 | 12 | in vec4 vertexColor; 13 | in vec4 baseColor; 14 | in vec2 texCoord0; 15 | in vec2 texCoord2; 16 | in vec3 normal; 17 | in vec4 glpos; 18 | 19 | out vec4 fragColor; 20 | 21 | void main() { 22 | bool gui = isGUI(ProjMat); 23 | 24 | if (!gui) { 25 | discardControlGLPos(gl_FragCoord.xy, glpos); 26 | } 27 | 28 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 29 | 30 | if (outColor.a < 0.1) { 31 | discard; 32 | } 33 | 34 | outColor.rgb *= (baseColor * ColorModulator).rgb; 35 | 36 | if (!gui) { 37 | outColor = getOutColor(outColor, vertexColor, texCoord2, gl_FragCoord.xy, getDirE(normal)); 38 | } 39 | else { 40 | outColor *= vertexColor; 41 | } 42 | 43 | fragColor = outColor; 44 | } 45 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_armor_entity_glint.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform mat4 ProjMat; 8 | uniform sampler2D Sampler0; 9 | 10 | uniform vec4 ColorModulator; 11 | 12 | in vec2 texCoord0; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | bool gui = isGUI(ProjMat); 18 | 19 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 20 | 21 | if (outColor.a < 0.1) { 22 | discard; 23 | } 24 | 25 | outColor *= ColorModulator; 26 | outColor.rgb *= 0.5; 27 | outColor.a = 1.0; 28 | 29 | if (!gui) { 30 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 31 | outColor.gb = vec2(clamp(outColor.g - 0.5, 0.0, 0.5), 0.0); 32 | } 33 | 34 | fragColor = outColor; 35 | } 36 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_armor_entity_glint.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "1", 5 | "dstrgb": "1", 6 | "srcalpha" : "0", 7 | "dstalpha" : "1" 8 | }, 9 | "vertex": "rendertype_armor_entity_glint", 10 | "fragment": "rendertype_armor_entity_glint", 11 | "attributes": [ 12 | "Position", 13 | "UV0" 14 | ], 15 | "samplers": [ 16 | { "name": "Sampler0" } 17 | ], 18 | "uniforms": [ 19 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 22 | { "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_armor_entity_glint.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec2 UV0; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat4 TextureMat; 12 | 13 | out vec2 texCoord0; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_beacon_beam.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | uniform sampler2D Sampler2; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec2 texCoord0; 13 | in vec4 glpos; 14 | 15 | out vec4 fragColor; 16 | 17 | void main() { 18 | discardControlGLPos(gl_FragCoord.xy, glpos); 19 | vec4 outColor = textureLod(Sampler0, texCoord0, -4) * ColorModulator * vertexColor; 20 | 21 | if (outColor.a < 0.99) { 22 | discard; 23 | } 24 | else { 25 | outColor.a = 1.0; 26 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_EMISSIVE); 27 | } 28 | 29 | fragColor = outColor; 30 | } 31 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_beacon_beam.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "srcalpha", 7 | "dstalpha" : "1-srcalpha" 8 | }, 9 | "vertex": "rendertype_beacon_beam", 10 | "fragment": "rendertype_beacon_beam", 11 | "attributes": [ 12 | "Position", 13 | "Color", 14 | "UV0" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_beacon_beam.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 vertexColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | vertexColor = Color; 19 | texCoord0 = UV0; 20 | glpos = gl_Position; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_breeze_wind.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 19 | 20 | if (outColor.a < 0.1 || (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1) { 21 | discard; 22 | } 23 | 24 | outColor *= vertexColor * ColorModulator; 25 | // reduce brightness of wind effects 26 | outColor.a = 0.2 * outColor.a; 27 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TEMISSIVE); 28 | outColor.a = 1.0; 29 | fragColor = outColor; 30 | } 31 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_breeze_wind.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | in vec3 Normal; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat4 TextureMat; 12 | 13 | out vec4 vertexColor; 14 | out vec2 texCoord0; 15 | out vec4 normal; 16 | out vec4 glpos; 17 | 18 | void main() { 19 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 20 | 21 | vertexColor = Color; 22 | texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; 23 | normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); 24 | glpos = gl_Position; 25 | } 26 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_crumbling.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 19 | 20 | if (outColor.a < 0.1 || (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1) { 21 | discard; 22 | } 23 | 24 | outColor *= vertexColor * ColorModulator; 25 | outColor.a = (1.0 - outColor.r) * 0.75; 26 | outColor.rgb = vec3(0.0); 27 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TRANSLUCENT); 28 | fragColor = outColor; 29 | } 30 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_crumbling.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "srcalpha", 7 | "dstalpha" : "1-srcalpha" 8 | }, 9 | "vertex": "rendertype_crumbling", 10 | "fragment": "rendertype_crumbling", 11 | "attributes": [ 12 | "Position", 13 | "Color", 14 | "UV0" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_crumbling.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 vertexColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | vertexColor = Color; 19 | texCoord0 = UV0; 20 | glpos = gl_Position; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_cutout.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform sampler2D Sampler0; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec4 baseColor; 13 | in vec2 texCoord0; 14 | in vec2 texCoord2; 15 | in vec3 normal; 16 | in vec4 glpos; 17 | 18 | out vec4 fragColor; 19 | 20 | void main() { 21 | discardControlGLPos(gl_FragCoord.xy, glpos); 22 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 23 | 24 | if (outColor.a < ALPHACUTOFF) { 25 | discard; 26 | } 27 | 28 | vec4 baseColorDeband = baseColor; 29 | baseColorDeband.rgb += 5.0 * vec3(hash21(gl_FragCoord.xy * 1.234 + 0.234)) / 255.0; 30 | vec4 vertexColorDeband = vertexColor; 31 | vertexColorDeband.rgb += 2.0 * vec3(hash21(gl_FragCoord.xy * 1.123 + 0.123)) / 255.0; 32 | 33 | outColor.rgb *= (baseColorDeband * ColorModulator).rgb; 34 | outColor = getOutColor(outColor, vertexColorDeband, texCoord2, gl_FragCoord.xy, getDirB(normal)); 35 | fragColor = outColor; 36 | } 37 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_cutout.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_cutout", 8 | "fragment": "rendertype_cutout", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2", 14 | "Normal" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" }, 18 | { "name": "Sampler2" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 25 | { "name": "GameTime", "type": "float", "count": 1, "values":[1.0]} 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_cutout_mipped.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_cutout_mipped", 8 | "fragment": "rendertype_cutout_mipped", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2", 14 | "Normal" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" }, 18 | { "name": "Sampler2" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 25 | { "name": "GameTime", "type": "float", "count": 1, "values":[1.0]} 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_end_gateway.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_end_portal", 8 | "fragment": "rendertype_end_portal", 9 | "attributes": [], 10 | "samplers": [ 11 | { "name": "Sampler0" }, 12 | { "name": "Sampler1" } 13 | ], 14 | "uniforms": [ 15 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0] }, 18 | { "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] }, 19 | { "name": "EndPortalLayers", "type": "int", "count": 1, "values": [ 16 ] } 20 | ] 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_end_portal.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_end_portal", 8 | "fragment": "rendertype_end_portal", 9 | "attributes": [], 10 | "samplers": [ 11 | { "name": "Sampler0" }, 12 | { "name": "Sampler1" } 13 | ], 14 | "uniforms": [ 15 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0] }, 18 | { "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] }, 19 | { "name": "EndPortalLayers", "type": "int", "count": 1, "values": [ 15 ] } 20 | ] 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_end_portal.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | uniform mat3 IViewRotMat; 11 | 12 | out vec4 glpos; 13 | out vec3 pos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | glpos = gl_Position; 19 | vec4 origin = inverse(ProjMat * ModelViewMat) * vec4(0.0, 0.0, -1.0, 1.0); 20 | origin.xyz /= origin.w; 21 | pos = IViewRotMat * (Position - origin.xyz); 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_energy_swirl.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 19 | 20 | if (outColor.a < 0.1 || (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1) { 21 | discard; 22 | } 23 | 24 | outColor *= vertexColor * ColorModulator; 25 | outColor.a = outColor.b; 26 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TEMISSIVE); 27 | outColor.a = 1.0; 28 | fragColor = outColor; 29 | } 30 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_energy_swirl.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "srcalpha", 7 | "dstalpha" : "1-srcalpha" 8 | }, 9 | "vertex": "rendertype_energy_swirl", 10 | "fragment": "rendertype_energy_swirl", 11 | "attributes": [ 12 | "Position", 13 | "Color", 14 | "UV0", 15 | "Normal" 16 | ], 17 | "samplers": [ 18 | { "name": "Sampler0" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "TextureMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_energy_swirl.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | in vec3 Normal; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat4 TextureMat; 12 | 13 | out vec4 vertexColor; 14 | out vec2 texCoord0; 15 | out vec4 normal; 16 | out vec4 glpos; 17 | 18 | void main() { 19 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 20 | 21 | vertexColor = Color; 22 | texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; 23 | normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); 24 | glpos = gl_Position; 25 | } 26 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_alpha.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | in vec4 vertexColor; 9 | in vec2 texCoord0; 10 | in vec4 glpos; 11 | 12 | out vec4 fragColor; 13 | 14 | void main() { 15 | discardControlGLPos(gl_FragCoord.xy, glpos); 16 | 17 | vec4 color = texture(Sampler0, texCoord0); 18 | if (color.a < vertexColor.a) { 19 | discard; 20 | } 21 | fragColor = color; 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_alpha.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_entity_alpha", 8 | "fragment": "rendertype_entity_alpha", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler0" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] } 20 | ] 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_alpha.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 vertexColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | vertexColor = Color; 19 | texCoord0 = UV0; 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_decal.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform sampler2D Sampler0; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec4 overlayColor; 13 | in vec2 texCoord0; 14 | in vec2 texCoord2; 15 | in vec4 normal; 16 | in vec4 glpos; 17 | 18 | out vec4 fragColor; 19 | 20 | void main() { 21 | discardControlGLPos(gl_FragCoord.xy, glpos); 22 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 23 | if (outColor.a < 0.1) { 24 | discard; 25 | } 26 | 27 | outColor.rgb = mix(overlayColor.rgb, outColor.rgb, overlayColor.a); 28 | outColor *= ColorModulator; 29 | outColor.a = 1.0; 30 | 31 | outColor = getOutColorSTDALock(outColor, vertexColor, texCoord2, gl_FragCoord.xy); 32 | fragColor = outColor; 33 | } 34 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_glint_direct.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform mat4 ModelViewMat; 8 | uniform mat4 ProjMat; 9 | uniform sampler2D Sampler0; 10 | 11 | uniform vec4 ColorModulator; 12 | uniform float FogStart; 13 | uniform float FogEnd; 14 | 15 | in vec2 texCoord0; 16 | 17 | out vec4 fragColor; 18 | 19 | void main() { 20 | bool gui = isGUI(ProjMat); 21 | bool hand = isHand(FogStart, FogEnd); 22 | bool notpickup = notPickup(ModelViewMat); 23 | 24 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 25 | 26 | if (outColor.a < 0.1) { 27 | discard; 28 | } 29 | 30 | outColor *= ColorModulator; 31 | outColor.rgb *= 0.5; 32 | outColor.a = 1.0; 33 | 34 | if (!gui && !hand && notpickup) { 35 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 36 | outColor.gb = vec2(clamp(outColor.g - 0.5, 0.0, 0.5), 0.0); 37 | } 38 | 39 | fragColor = outColor; 40 | } 41 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_glint_direct.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec2 UV0; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat4 TextureMat; 12 | 13 | out vec2 texCoord0; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_shadow.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform sampler2D Sampler0; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec2 texCoord0; 13 | in vec4 glpos; 14 | 15 | out vec4 fragColor; 16 | 17 | void main() { 18 | discard; 19 | discardControlGLPos(gl_FragCoord.xy, glpos); 20 | vec4 outColor = texture(Sampler0, clamp(texCoord0, 0.0, 1.0)); 21 | outColor *= vertexColor * ColorModulator; 22 | fragColor = outColor; 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_shadow.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_entity_shadow", 8 | "fragment": "rendertype_entity_shadow", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler0" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_shadow.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec4 Color; 8 | in vec2 UV0; 9 | 10 | uniform mat4 ModelViewMat; 11 | uniform mat4 ProjMat; 12 | 13 | out vec4 vertexColor; 14 | out vec2 texCoord0; 15 | out vec4 glpos; 16 | 17 | void main() { 18 | gl_Position = VSH_DISCARD; //ProjMat * ModelViewMat * vec4(Position, 1.0); 19 | 20 | vertexColor = Color; 21 | texCoord0 = UV0; 22 | glpos = gl_Position; 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_smooth_cutout.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform sampler2D Sampler0; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec4 overlayColor; 13 | in vec2 texCoord0; 14 | in vec4 glpos; 15 | 16 | out vec4 fragColor; 17 | 18 | void main() { 19 | discardControlGLPos(gl_FragCoord.xy, glpos); 20 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 21 | 22 | if (outColor.a < 0.99) { 23 | discard; 24 | } 25 | else { 26 | outColor *= vertexColor * ColorModulator; 27 | outColor.rgb = mix(overlayColor.rgb, outColor.rgb, overlayColor.a); 28 | outColor.a = 1.0; 29 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_EMISSIVE); 30 | outColor.a = 1.0; 31 | } 32 | 33 | fragColor = outColor; 34 | } 35 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_smooth_cutout.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_entity_smooth_cutout", 8 | "fragment": "rendertype_entity_smooth_cutout", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV1" 14 | ], 15 | "samplers": [ 16 | { "name": "Sampler0" }, 17 | { "name": "Sampler1" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_smooth_cutout.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec4 Color; 8 | in vec2 UV0; 9 | in ivec2 UV1; 10 | 11 | uniform sampler2D Sampler1; 12 | 13 | uniform mat4 ModelViewMat; 14 | uniform mat4 ProjMat; 15 | 16 | out vec4 vertexColor; 17 | out vec4 overlayColor; 18 | out vec2 texCoord0; 19 | out vec4 glpos; 20 | 21 | void main() { 22 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 23 | 24 | vertexColor = Color; 25 | overlayColor = texelFetch(Sampler1, UV1, 0); 26 | texCoord0 = UV0; 27 | glpos = gl_Position; 28 | } 29 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_translucent_emissive.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform sampler2D Sampler0; 8 | 9 | uniform vec4 ColorModulator; 10 | 11 | in vec4 vertexColor; 12 | in vec4 overlayColor; 13 | in vec2 texCoord0; 14 | in vec4 glpos; 15 | 16 | out vec4 fragColor; 17 | 18 | void main() { 19 | discardControlGLPos(gl_FragCoord.xy, glpos); 20 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 21 | 22 | if (outColor.a < 0.1 || (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1) { 23 | discard; 24 | } 25 | 26 | outColor *= vertexColor * ColorModulator; 27 | outColor.rgb = mix(overlayColor.rgb, outColor.rgb, overlayColor.a); 28 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TEMISSIVE); 29 | outColor.a = 1.0; 30 | fragColor = outColor; 31 | } 32 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_entity_translucent_emissive.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec4 Color; 8 | in vec2 UV0; 9 | in ivec2 UV1; 10 | in vec3 Normal; 11 | 12 | uniform sampler2D Sampler1; 13 | 14 | uniform mat4 ModelViewMat; 15 | uniform mat4 ProjMat; 16 | 17 | uniform vec3 Light0_Direction; 18 | uniform vec3 Light1_Direction; 19 | 20 | out vec4 vertexColor; 21 | out vec4 overlayColor; 22 | out vec2 texCoord0; 23 | out vec4 glpos; 24 | 25 | void main() { 26 | vec3 pos = Position; 27 | // prevent z fighting with underlying texture 28 | pos.xyz *= 0.9999; 29 | gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0); 30 | 31 | vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color); 32 | overlayColor = texelFetch(Sampler1, UV1, 0); 33 | texCoord0 = UV0; 34 | glpos = gl_Position; 35 | } 36 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_eyes.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | vec4 outColor = textureLod(Sampler0, texCoord0, -4) * vertexColor * ColorModulator; 19 | 20 | if (outColor.a < 0.99) { 21 | discard; 22 | } 23 | else { 24 | outColor.a = 1.0; 25 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_EMISSIVE); 26 | } 27 | 28 | fragColor = outColor; 29 | } 30 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_eyes.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha", 6 | "srcalpha" : "srcalpha", 7 | "dstalpha" : "1-srcalpha" 8 | }, 9 | "vertex": "rendertype_eyes", 10 | "fragment": "rendertype_eyes", 11 | "attributes": [ 12 | "Position", 13 | "Color", 14 | "UV0" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 23 | ] 24 | } 25 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_eyes.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 vertexColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | vertexColor = Color; 19 | texCoord0 = UV0; 20 | glpos = gl_Position; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_glint_direct.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | uniform mat4 ModelViewMat; 8 | uniform mat4 ProjMat; 9 | uniform sampler2D Sampler0; 10 | 11 | uniform vec4 ColorModulator; 12 | uniform float FogStart; 13 | uniform float FogEnd; 14 | 15 | in vec2 texCoord0; 16 | 17 | out vec4 fragColor; 18 | 19 | void main() { 20 | bool gui = isGUI(ProjMat); 21 | bool hand = isHand(FogStart, FogEnd); 22 | bool notpickup = notPickup(ModelViewMat); 23 | 24 | vec4 outColor = textureLod(Sampler0, texCoord0, -4); 25 | 26 | if (outColor.a < 0.1) { 27 | discard; 28 | } 29 | 30 | outColor *= ColorModulator; 31 | outColor.rgb *= 0.5; 32 | outColor.a = 1.0; 33 | 34 | if (!gui && !hand && notpickup) { 35 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 36 | outColor.gb = vec2(clamp(outColor.g - 0.5, 0.0, 0.5), 0.0); 37 | } 38 | 39 | fragColor = outColor; 40 | } 41 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_glint_direct.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec2 UV0; 8 | 9 | uniform mat4 ModelViewMat; 10 | uniform mat4 ProjMat; 11 | uniform mat4 TextureMat; 12 | 13 | out vec2 texCoord0; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_gui.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_gui", 8 | "fragment": "rendertype_gui", 9 | "attributes": [ 10 | "Color" 11 | ], 12 | "samplers": [ 13 | ], 14 | "uniforms": [ 15 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 18 | ] 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_gui.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | 7 | uniform mat4 ModelViewMat; 8 | uniform mat4 ProjMat; 9 | 10 | out vec4 vertexColor; 11 | 12 | void main() { 13 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 14 | 15 | vertexColor = Color; 16 | } 17 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_item_entity_translucent_cull.fsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | #moj_import 4 | 5 | uniform sampler2D Sampler0; 6 | 7 | uniform vec4 ColorModulator; 8 | 9 | in vec4 vertexColor; 10 | in vec2 texCoord0; 11 | in vec2 texCoord1; 12 | in vec4 normal; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; 18 | if (color.a < 0.1) { 19 | discard; 20 | } 21 | fragColor = color; 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_item_entity_translucent_cull.vsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | #moj_import 4 | #moj_import 5 | 6 | in vec3 Position; 7 | in vec4 Color; 8 | in vec2 UV0; 9 | in vec2 UV1; 10 | in ivec2 UV2; 11 | in vec3 Normal; 12 | 13 | uniform sampler2D Sampler2; 14 | 15 | uniform mat4 ModelViewMat; 16 | uniform mat4 ProjMat; 17 | 18 | uniform vec3 Light0_Direction; 19 | uniform vec3 Light1_Direction; 20 | 21 | out float vertexDistance; 22 | out vec4 vertexColor; 23 | out vec2 texCoord0; 24 | out vec2 texCoord1; 25 | out vec2 texCoord2; 26 | out vec4 normal; 27 | 28 | void main() { 29 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 30 | 31 | vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0); 32 | texCoord0 = UV0; 33 | texCoord1 = UV1; 34 | texCoord2 = UV2; 35 | normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); 36 | } 37 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_leash.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec2 texCoord2; 8 | flat in vec4 vertexColor; 9 | in vec4 glpos; 10 | 11 | out vec4 fragColor; 12 | 13 | void main() { 14 | discardControlGLPos(gl_FragCoord.xy, glpos); 15 | vec4 outColor = vertexColor; 16 | outColor.a = 1.0; 17 | outColor = getOutColorT(vertexColor, vec4(1.0), texCoord2, gl_FragCoord.xy, FACETYPE_Y, PBRTYPE_STANDARD); 18 | fragColor = outColor; 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_leash.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_leash", 8 | "fragment": "rendertype_leash", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV2" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler2" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_leash.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec3 Position; 8 | in vec4 Color; 9 | in ivec2 UV2; 10 | 11 | uniform sampler2D Sampler2; 12 | 13 | uniform mat4 ModelViewMat; 14 | uniform mat4 ProjMat; 15 | uniform vec4 ColorModulator; 16 | 17 | out vec2 texCoord2; 18 | flat out vec4 vertexColor; 19 | out vec4 glpos; 20 | 21 | void main() { 22 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 23 | 24 | vertexColor = Color * ColorModulator * minecraft_sample_lightmap_optifine(Sampler2, UV2); 25 | texCoord2 = UV2 / 255.0; 26 | if (getDim(Sampler2) == DIM_OVER) { 27 | texCoord2.x *= 1.0 - getSun(Sampler2); 28 | } 29 | else { 30 | texCoord2.y = 1.0; 31 | } 32 | glpos = gl_Position; 33 | } 34 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_lines.fsh: -------------------------------------------------------------------------------- 1 | #version 150 2 | 3 | #moj_import 4 | 5 | uniform vec4 ColorModulator; 6 | 7 | in vec4 vertexColor; 8 | 9 | out vec4 fragColor; 10 | 11 | void main() { 12 | vec4 color = vertexColor * ColorModulator; 13 | fragColor = color; 14 | } 15 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_lines.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_lines", 8 | "fragment": "rendertype_lines", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "Normal" 13 | ], 14 | "samplers": [ 15 | ], 16 | "uniforms": [ 17 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 20 | { "name": "LineWidth", "type": "float", "count": 1, "values": [ 1.0 ] }, 21 | { "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 22 | ] 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_solid.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_solid", 8 | "fragment": "rendertype_solid", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2", 14 | "Normal" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" }, 18 | { "name": "Sampler2" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 25 | { "name": "GameTime", "type": "float", "count": 1, "values":[1.0]} 26 | ] 27 | } 28 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text", 8 | "fragment": "rendertype_text", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2" 14 | ], 15 | "samplers": [ 16 | { "name": "Sampler0" }, 17 | { "name": "Sampler2" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 23 | { "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] }, 24 | { "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec3 Position; 8 | in vec4 Color; 9 | in vec2 UV0; 10 | in ivec2 UV2; 11 | 12 | uniform sampler2D Sampler2; 13 | 14 | uniform mat4 ModelViewMat; 15 | uniform mat4 ProjMat; 16 | 17 | out vec4 vertexColor; 18 | out vec4 baseColor; 19 | out vec2 texCoord0; 20 | out vec2 texCoord2; 21 | out vec4 glpos; 22 | 23 | void main() { 24 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 25 | 26 | if (isGUI(ProjMat)) { 27 | baseColor = Color; 28 | vertexColor = texelFetch(Sampler2, UV2 / 16, 0); 29 | } 30 | else { 31 | baseColor = Color; 32 | vertexColor = minecraft_sample_lightmap_optifine(Sampler2, UV2); 33 | } 34 | 35 | texCoord0 = UV0; 36 | texCoord2 = UV2 / 255.0; 37 | if (getDim(Sampler2) == DIM_OVER) { 38 | texCoord2.x *= 1.0 - getSun(Sampler2); 39 | } 40 | else { 41 | texCoord2.y = 1.0; 42 | } 43 | glpos = gl_Position; 44 | } 45 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec4 baseColor; 12 | in vec2 texCoord2; 13 | in vec4 glpos; 14 | 15 | out vec4 fragColor; 16 | 17 | void main() { 18 | discardControlGLPos(gl_FragCoord.xy, glpos); 19 | 20 | vec4 outColor = baseColor * ColorModulator; 21 | 22 | if (outColor.a < 0.1 || (outColor.a < 254.5 / 255.0 && (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1)) { 23 | discard; 24 | } 25 | 26 | if (outColor.a < 254.5 / 255.0) { 27 | outColor = getOutColorT(outColor * vertexColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TRANSLUCENT); 28 | outColor.a = 1.0; 29 | } 30 | else { 31 | outColor.a = 1.0; 32 | outColor = getOutColorSTDALock(outColor, vertexColor, texCoord2, gl_FragCoord.xy); 33 | } 34 | 35 | fragColor = outColor; 36 | } 37 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text_background", 8 | "fragment": "rendertype_text_background", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV2" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler2" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec3 Position; 8 | in vec4 Color; 9 | in ivec2 UV2; 10 | 11 | uniform sampler2D Sampler2; 12 | 13 | uniform mat4 ModelViewMat; 14 | uniform mat4 ProjMat; 15 | 16 | out vec4 vertexColor; 17 | out vec4 baseColor; 18 | out vec2 texCoord2; 19 | out vec4 glpos; 20 | 21 | void main() { 22 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 23 | 24 | vertexColor = minecraft_sample_lightmap_optifine(Sampler2, UV2); 25 | baseColor = Color; 26 | texCoord2 = UV2 / 255.0; 27 | if (getDim(Sampler2) == DIM_OVER) { 28 | texCoord2.x *= 1.0 - getSun(Sampler2); 29 | } 30 | else { 31 | texCoord2.y = 1.0; 32 | } 33 | glpos = gl_Position; 34 | } 35 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background_see_through.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform vec4 ColorModulator; 7 | 8 | in vec4 baseColor; 9 | in vec4 glpos; 10 | 11 | out vec4 fragColor; 12 | 13 | void main() { 14 | discardControlGLPos(gl_FragCoord.xy, glpos); 15 | 16 | vec4 outColor = baseColor * ColorModulator; 17 | 18 | if (outColor.a < 0.1 || (outColor.a < 254.5 / 255.0 && (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1)) { 19 | discard; 20 | } 21 | 22 | if (outColor.a < 254.5 / 255.0) { 23 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TRANSLUCENT); 24 | outColor.a = 1.0; 25 | } 26 | else { 27 | outColor.a = 1.0; 28 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 29 | } 30 | 31 | fragColor = outColor; 32 | } 33 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background_see_through.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text_background_see_through", 8 | "fragment": "rendertype_text_background_see_through", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV2" 13 | ], 14 | "samplers": [], 15 | "uniforms": [ 16 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 19 | ] 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_background_see_through.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | 7 | uniform mat4 ModelViewMat; 8 | uniform mat4 ProjMat; 9 | 10 | out vec4 baseColor; 11 | out vec4 glpos; 12 | 13 | void main() { 14 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 15 | 16 | baseColor = Color; 17 | glpos = gl_Position; 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_intensity.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text_intensity", 8 | "fragment": "rendertype_text_intensity", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2" 14 | ], 15 | "samplers": [ 16 | { "name": "Sampler0" }, 17 | { "name": "Sampler2" } 18 | ], 19 | "uniforms": [ 20 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, 23 | { "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] }, 24 | { "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_intensity.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec3 Position; 8 | in vec4 Color; 9 | in vec2 UV0; 10 | in ivec2 UV2; 11 | 12 | uniform sampler2D Sampler2; 13 | 14 | uniform mat4 ModelViewMat; 15 | uniform mat4 ProjMat; 16 | 17 | out vec4 vertexColor; 18 | out vec4 baseColor; 19 | out vec2 texCoord0; 20 | out vec2 texCoord2; 21 | out vec4 glpos; 22 | 23 | void main() { 24 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 25 | 26 | if (isGUI(ProjMat)) { 27 | baseColor = Color; 28 | vertexColor = texelFetch(Sampler2, UV2 / 16, 0); 29 | } 30 | else { 31 | baseColor = Color; 32 | vertexColor = minecraft_sample_lightmap_optifine(Sampler2, UV2); 33 | } 34 | 35 | texCoord0 = UV0; 36 | texCoord2 = UV2 / 255.0; 37 | if (getDim(Sampler2) == DIM_OVER) { 38 | texCoord2.x *= 1.0 - getSun(Sampler2); 39 | } 40 | else { 41 | texCoord2.y = 1.0; 42 | } 43 | glpos = gl_Position; 44 | } 45 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_intensity_see_through.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 baseColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | 19 | vec4 outColor = textureLod(Sampler0, texCoord0, -4).rrrr; 20 | outColor.a = float(outColor.a > 0.5); 21 | outColor *= baseColor * ColorModulator; 22 | 23 | if (outColor.a < 0.1 || (outColor.a < 254.5 / 255.0 && (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1)) { 24 | discard; 25 | } 26 | 27 | if (outColor.a < 254.5 / 255.0) { 28 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TRANSLUCENT); 29 | outColor.a = 1.0; 30 | } 31 | else { 32 | outColor.a = 1.0; 33 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 34 | } 35 | 36 | fragColor = outColor; 37 | } 38 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_intensity_see_through.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text_intensity_see_through", 8 | "fragment": "rendertype_text_intensity_see_through", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2" 14 | ], 15 | "samplers": [ 16 | { "name": "Sampler0" } 17 | ], 18 | "uniforms": [ 19 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 21 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 22 | ] 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_intensity_see_through.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 baseColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | baseColor = Color; 19 | texCoord0 = UV0; 20 | glpos = gl_Position; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_see_through.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 baseColor; 11 | in vec2 texCoord0; 12 | in vec4 glpos; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | discardControlGLPos(gl_FragCoord.xy, glpos); 18 | 19 | vec4 outColor = textureLod(Sampler0, texCoord0, -4) * baseColor * ColorModulator; 20 | 21 | if (outColor.a < 0.1 || (outColor.a < 254.5 / 255.0 && (int(gl_FragCoord.x) + int(gl_FragCoord.y)) % 2 == 1)) { 22 | discard; 23 | } 24 | 25 | if (outColor.a < 254.5 / 255.0) { 26 | outColor = getOutColorT(outColor, vec4(0.0), vec2(0.0), gl_FragCoord.xy, FACETYPE_S, PBRTYPE_TRANSLUCENT); 27 | outColor.a = 1.0; 28 | } 29 | else { 30 | outColor.a = 1.0; 31 | outColor = getOutColorSTDALock(outColor, vec4(1.0), vec2(0.0), gl_FragCoord.xy); 32 | } 33 | 34 | fragColor = outColor; 35 | } 36 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_see_through.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_text_see_through", 8 | "fragment": "rendertype_text_see_through", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0" 13 | ], 14 | "samplers": [ 15 | { "name": "Sampler0" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_text_see_through.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | 8 | uniform mat4 ModelViewMat; 9 | uniform mat4 ProjMat; 10 | 11 | out vec4 baseColor; 12 | out vec2 texCoord0; 13 | out vec4 glpos; 14 | 15 | void main() { 16 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 17 | 18 | baseColor = Color; 19 | texCoord0 = UV0; 20 | glpos = gl_Position; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_translucent.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in float isWater; 11 | in vec4 vertexColor; 12 | in vec2 texCoord0; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | vec4 outColor = textureLod(Sampler0, texCoord0, -4) * vertexColor * ColorModulator; 18 | 19 | if (outColor.a < 0.5 / 255.0) discard; 20 | 21 | outColor.a = pow(outColor.a, 0.25); 22 | if (isWater > 0.5) { 23 | outColor.a = float(int(outColor.a * 255.0) / 2 * 2) / 255.0; 24 | } else { 25 | outColor.a = float(int(outColor.a * 255.0) / 2 * 2 + 1) / 255.0; 26 | } 27 | 28 | fragColor = outColor; 29 | } 30 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_translucent_moving_block.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | uniform sampler2D Sampler0; 5 | uniform sampler2D Sampler2; 6 | 7 | uniform vec4 ColorModulator; 8 | 9 | in vec4 vertexColor; 10 | in vec2 texCoord0; 11 | in vec4 normal; 12 | 13 | out vec4 fragColor; 14 | 15 | void main() { 16 | vec4 color = texture(Sampler0, texCoord0) * vertexColor; 17 | fragColor = color * ColorModulator; 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_translucent_moving_block.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_translucent_moving_block", 8 | "fragment": "rendertype_translucent_moving_block", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2", 14 | "Normal" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" }, 18 | { "name": "Sampler2" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 24 | ] 25 | } 26 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_translucent_moving_block.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | in vec3 Position; 5 | in vec4 Color; 6 | in vec2 UV0; 7 | in ivec2 UV2; 8 | in vec3 Normal; 9 | 10 | uniform sampler2D Sampler2; 11 | 12 | uniform mat4 ModelViewMat; 13 | uniform mat4 ProjMat; 14 | 15 | out vec4 vertexColor; 16 | out vec2 texCoord0; 17 | out vec4 normal; 18 | 19 | void main() { 20 | gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); 21 | 22 | vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0); 23 | texCoord0 = UV0; 24 | normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); 25 | } 26 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_tripwire.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define FSH 3 | 4 | #moj_import 5 | 6 | uniform sampler2D Sampler0; 7 | 8 | uniform vec4 ColorModulator; 9 | 10 | in vec4 vertexColor; 11 | in vec2 texCoord0; 12 | in vec4 normal; 13 | 14 | out vec4 fragColor; 15 | 16 | void main() { 17 | vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; 18 | if (color.a < 0.1) { 19 | discard; 20 | } 21 | fragColor = color; 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_tripwire.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "srcalpha", 5 | "dstrgb": "1-srcalpha" 6 | }, 7 | "vertex": "rendertype_tripwire", 8 | "fragment": "rendertype_tripwire", 9 | "attributes": [ 10 | "Position", 11 | "Color", 12 | "UV0", 13 | "UV2", 14 | "Normal" 15 | ], 16 | "samplers": [ 17 | { "name": "Sampler0" }, 18 | { "name": "Sampler2" } 19 | ], 20 | "uniforms": [ 21 | { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 22 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 23 | { "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] }, 24 | { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 25 | ] 26 | } 27 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/core/rendertype_tripwire.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | #define VSH 3 | 4 | #moj_import 5 | #moj_import 6 | 7 | in vec3 Position; 8 | in vec4 Color; 9 | in vec2 UV0; 10 | in ivec2 UV2; 11 | in vec3 Normal; 12 | 13 | uniform sampler2D Sampler2; 14 | 15 | uniform mat4 ModelViewMat; 16 | uniform mat4 ProjMat; 17 | uniform vec3 ChunkOffset; 18 | 19 | out vec4 vertexColor; 20 | out vec2 texCoord0; 21 | out vec4 normal; 22 | 23 | void main() { 24 | vec3 pos = Position + ChunkOffset; 25 | gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0); 26 | 27 | vertexColor = Color * minecraft_sample_lightmap_optifine(Sampler2, UV2); 28 | texCoord0 = UV0; 29 | normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); 30 | } 31 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/include/matrix.glsl: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | mat2 mat2_rotate_z(float radians) { 4 | return mat2( 5 | cos(radians), -sin(radians), 6 | sin(radians), cos(radians) 7 | ); 8 | } 9 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/include/projection.glsl: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | vec4 projection_from_position(vec4 position) { 4 | vec4 projection = position * 0.5; 5 | projection.xy = vec2(projection.x + projection.w, projection.y + projection.w); 6 | projection.zw = position.zw; 7 | return projection; 8 | } 9 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/composite0.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "composite0", 8 | "fragment": "composite0", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DiffuseDepthSampler" }, 13 | { "name": "WeatherSampler" }, 14 | { "name": "WeatherDepthSampler" } 15 | ], 16 | "uniforms": [ 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 18 | ] 19 | } 20 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/composite0.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | 7 | out vec2 texCoord; 8 | 9 | void main() { 10 | float x = -1.0; 11 | float y = -1.0; 12 | if (Position.x > 0.001){ 13 | x = 1.0; 14 | } 15 | if (Position.y > 0.001){ 16 | y = 1.0; 17 | } 18 | gl_Position = vec4(x, y, 0.2, 1.0); 19 | 20 | texCoord = Position.xy / OutSize; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/composite1.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "composite1", 8 | "fragment": "composite1", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DiffuseDepthSampler" }, 13 | { "name": "WeatherDepthSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/composite1.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | 7 | out vec2 texCoord; 8 | 9 | void main() { 10 | float x = -1.0; 11 | float y = -1.0; 12 | if (Position.x > 0.001){ 13 | x = 1.0; 14 | } 15 | if (Position.y > 0.001){ 16 | y = 1.0; 17 | } 18 | gl_Position = vec4(x, y, 0.2, 1.0); 19 | 20 | texCoord = Position.xy / OutSize; 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/copy.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "copy", 8 | "fragment": "blit", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" } 12 | ], 13 | "uniforms": [ 14 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 15 | { "name": "Scale", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 16 | { "name": "ColorModulate", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/copy.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | uniform vec2 Scale; 7 | 8 | out vec2 texCoord; 9 | 10 | // Modified blit to work for copying between buffers of different sizes 11 | 12 | void main(){ 13 | 14 | float x = -1.0; 15 | float y = -1.0; 16 | 17 | if (Position.x > 0.001){ 18 | x = 2.0 * Scale.x - 1.0; 19 | } 20 | if (Position.y > 0.001){ 21 | y = 2.0 * Scale.y - 1.0; 22 | } 23 | 24 | gl_Position = vec4(x, y, 0.2, 1.0); 25 | 26 | texCoord = Position.xy / OutSize; 27 | } -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/edge.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "edge", 8 | "fragment": "edge", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 18 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 19 | ] 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/edge_smooth.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "edge_smooth", 8 | "fragment": "edge_smooth", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DiffuseDepthSampler" } 13 | ], 14 | "uniforms": [ 15 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 16 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/edge_smooth.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform mat4 ProjMat; 6 | uniform vec2 OutSize; 7 | 8 | out vec2 texCoord; 9 | flat out vec2 oneTexel; 10 | 11 | void main() { 12 | vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0); 13 | texCoord = Position.xy / OutSize; 14 | oneTexel = 1.0 / OutSize; 15 | 16 | gl_Position = vec4(outPos.xy, 0.2, 1.0); 17 | } 18 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/postprocess0.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "postprocess0", 8 | "fragment": "postprocess0", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "FullResSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 18 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 19 | { "name": "Level", "type": "float", "count": 1, "values": [ 0.0 ] } 20 | ] 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/postprocess1.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "postprocess1", 8 | "fragment": "postprocess1", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" } 12 | ], 13 | "uniforms": [ 14 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 15 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 16 | { "name": "Level", "type": "float", "count": 1, "values": [ 0.0 ] } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess0.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "preprocess0", 8 | "fragment": "preprocess0", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "PrevDataSampler" }, 13 | { "name": "PrevMainSampler" }, 14 | { "name": "CurrCodedMainSampler" }, 15 | { "name": "CurrCodedMainSamplerDepth" } 16 | ], 17 | "uniforms": [ 18 | { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 19 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 20 | { "name": "FOVGuess", "type": "float", "count": 1, "values": [ 70.0 ] }, 21 | { "name": "FogDistance", "type": "float", "count": 1, "values": [ 3.0 ] } 22 | ] 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess0.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | void main() { 6 | float x = -1.0; 7 | float y = -1.0; 8 | if (Position.x > 0.001){ 9 | x = 1.0; 10 | } 11 | if (Position.y > 0.001){ 12 | y = 1.0; 13 | } 14 | gl_Position = vec4(x, y, 0.2, 1.0); 15 | } 16 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess1.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "preprocess1", 8 | "fragment": "preprocess1", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DiffuseDepthSampler" } 13 | ], 14 | "uniforms": [ 15 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 16 | ] 17 | } 18 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess1.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | 7 | out vec2 texCoord; 8 | out vec2 oneTexel; 9 | 10 | void main() { 11 | float x = -1.0; 12 | float y = -1.0; 13 | if (Position.x > 0.001){ 14 | x = 1.0; 15 | } 16 | if (Position.y > 0.001){ 17 | y = 1.0; 18 | } 19 | gl_Position = vec4(x, y, 0.2, 1.0); 20 | 21 | texCoord = Position.xy / OutSize; 22 | oneTexel = 1.0 / OutSize; 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess2.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "preprocess2", 8 | "fragment": "preprocess2", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" } 12 | ], 13 | "uniforms": [ 14 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 15 | ] 16 | } 17 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess2.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | 7 | out vec2 texCoord; 8 | out vec2 oneTexel; 9 | 10 | void main() { 11 | float x = -1.0; 12 | float y = -1.0; 13 | if (Position.x > 0.001){ 14 | x = 1.0; 15 | } 16 | if (Position.y > 0.001){ 17 | y = 1.0; 18 | } 19 | gl_Position = vec4(x, y, 0.2, 1.0); 20 | 21 | texCoord = Position.xy / OutSize; 22 | oneTexel = 1.0 / OutSize; 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess3.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "preprocess3", 8 | "fragment": "preprocess3", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DiffuseDepthSampler" } 13 | ], 14 | "uniforms": [ 15 | { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 16 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 17 | ] 18 | } 19 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/preprocess3.vsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec4 Position; 4 | 5 | uniform vec2 OutSize; 6 | 7 | out vec2 texCoord; 8 | out vec2 oneTexel; 9 | 10 | void main() { 11 | float x = -1.0; 12 | float y = -1.0; 13 | if (Position.x > 0.001){ 14 | x = 1.0; 15 | } 16 | if (Position.y > 0.001){ 17 | y = 1.0; 18 | } 19 | gl_Position = vec4(x, y, 0.2, 1.0); 20 | 21 | texCoord = Position.xy / OutSize; 22 | oneTexel = 1.0 / OutSize; 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/shading0.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "shading0", 8 | "fragment": "shading0", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" }, 14 | { "name": "EdgeSampler" } 15 | ], 16 | "uniforms": [ 17 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 19 | { "name": "Time", "type": "float", "count": 1, "values": [ 1.0 ] }, 20 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/shading1.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "shading1", 8 | "fragment": "shading1", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 18 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 19 | ] 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/shading2.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "shading2", 8 | "fragment": "shading2", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 18 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 19 | ] 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/shading3.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "shading3", 8 | "fragment": "shading3", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" }, 14 | { "name": "DiffuseTSampler" }, 15 | { "name": "EdgeSampler" }, 16 | { "name": "ShadingSampler" } 17 | ], 18 | "uniforms": [ 19 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 20 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 21 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 22 | ] 23 | } 24 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/shading4.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "shading4", 8 | "fragment": "shading4", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" } 14 | ], 15 | "uniforms": [ 16 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 17 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 18 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 19 | ] 20 | } 21 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/water0.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "water0", 8 | "fragment": "water0", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "DiffuseDepthSampler" }, 14 | { "name": "TranslucentSampler" }, 15 | { "name": "TranslucentDepthSampler" } 16 | ], 17 | "uniforms": [ 18 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 19 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 20 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 21 | ] 22 | } 23 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/water1.fsh: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | uniform sampler2D DiffuseSampler; 4 | uniform sampler2D TerrianDepthSampler; 5 | uniform sampler2D TranslucentDepthSampler; 6 | 7 | in vec2 texCoord; 8 | in vec2 oneTexel; 9 | in float near; 10 | in float far; 11 | in float underWater; 12 | in float rain; 13 | 14 | out vec4 fragColor; 15 | 16 | #define WATER_COLOR_DEPTH 5.0 17 | #define WATER_COLOR_BASE 0.6 18 | 19 | float linearizeDepth(float depth) { 20 | return (2.0 * near * far) / (far + near - depth * (far - near)); 21 | } 22 | 23 | void main() { 24 | vec4 outColor = texture(DiffuseSampler, texCoord); 25 | 26 | if (int(outColor.a * 255.0) % 2 == 0) { 27 | if (underWater < 0.5) { 28 | outColor.a *= clamp(smoothstep(0.0, WATER_COLOR_DEPTH, linearizeDepth(texture(TerrianDepthSampler, texCoord).r) - linearizeDepth(texture(TranslucentDepthSampler, texCoord).r)), WATER_COLOR_BASE, 1.0); 29 | outColor.a = float(int(round(outColor.a * 127.0)) * 2) / 255.0; 30 | } 31 | } 32 | 33 | fragColor = outColor; 34 | } 35 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/shaders/program/water1.json: -------------------------------------------------------------------------------- 1 | { 2 | "blend": { 3 | "func": "add", 4 | "srcrgb": "one", 5 | "dstrgb": "zero" 6 | }, 7 | "vertex": "water1", 8 | "fragment": "water1", 9 | "attributes": [ "Position" ], 10 | "samplers": [ 11 | { "name": "DiffuseSampler" }, 12 | { "name": "DataSampler" }, 13 | { "name": "TerrianDepthSampler" }, 14 | { "name": "TranslucentDepthSampler" } 15 | ], 16 | "uniforms": [ 17 | { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, 18 | { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, 19 | { "name": "AuxSize0", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } 20 | ] 21 | } 22 | -------------------------------------------------------------------------------- /resourcepack-shaders/assets/minecraft/textures/misc/vignette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bradleyq/mc_vanilla_shaders/ecf7c6e32aa40d6fb2dff3423dbfa8dc2ddd00d6/resourcepack-shaders/assets/minecraft/textures/misc/vignette.png -------------------------------------------------------------------------------- /resourcepack-shaders/pack.mcmeta: -------------------------------------------------------------------------------- 1 | { 2 | "pack": { 3 | "pack_format": 15, 4 | "description": "1.20 BENV 3.1 Shaders", 5 | "supported_formats": { 6 | "min_inclusive": 15, 7 | "max_inclusive": 22 8 | } 9 | } 10 | } 11 | 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