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MinecraftLegends/Win32.DX11.Release/data/shaders/glsl/renderchunk.vertex
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2026-03-08 15:34:38 -05:00

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// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
varying vec3 worldPosition;
#include "shaders/vertexVersionCentroid.h"
#if __VERSION__ >= 300
#ifndef BYPASS_PIXEL_SHADER
_centroid out vec2 uv0;
_centroid out vec2 uv1;
#endif
#else
#ifndef BYPASS_PIXEL_SHADER
varying vec2 uv0;
varying vec2 uv1;
#endif
#endif
#ifndef BYPASS_PIXEL_SHADER
varying vec4 color;
#endif
#ifdef FOG
varying vec4 fogColor;
#endif
#ifdef NEAR_WATER
varying float cameraDist;
#endif
#include "shaders/uniformWorldConstants.h"
#include "shaders/uniformPerFrameConstants.h"
#include "shaders/uniformShaderConstants.h"
#include "shaders/uniformRenderChunkConstants.h"
attribute POS4 POSITION;
attribute vec4 COLOR;
attribute vec2 TEXCOORD_0;
attribute vec2 TEXCOORD_1;
const float rA = 1.0;
const float rB = 1.0;
const vec3 UNIT_Y = vec3(0,1,0);
const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
void main()
{
POS4 worldPos;
#ifdef AS_ENTITY_RENDERER
POS4 pos = WORLDVIEWPROJ * POSITION;
worldPos = pos;
#else
worldPos.xyz = (POSITION.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
worldPos.w = 1.0;
// Transform to view space before projection instead of all at once to avoid floating point errors
// Not required for entities because they are already offset by camera translation before rendering
// World position here is calculated above and can get huge
POS4 pos = WORLDVIEW * worldPos;
pos = PROJ * pos;
#endif
worldPosition = worldPos.xyz;
gl_Position = pos;
#ifndef BYPASS_PIXEL_SHADER
uv0 = TEXCOORD_0;
uv1 = TEXCOORD_1;
color = COLOR;
#endif
///// find distance from the camera
#if defined(FOG) || defined(NEAR_WATER)
#ifdef FANCY
vec3 relPos = -worldPos.xyz;
float cameraDepth = length(relPos);
#ifdef NEAR_WATER
cameraDist = cameraDepth / FAR_CHUNKS_DISTANCE;
#endif
#else
float cameraDepth = pos.z;
#ifdef NEAR_WATER
vec3 relPos = -worldPos.xyz;
float camDist = length(relPos);
cameraDist = camDist / FAR_CHUNKS_DISTANCE;
#endif
#endif
#endif
///// apply fog
#ifdef FOG
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += RENDER_CHUNK_FOG_ALPHA;
#endif
fogColor.rgb = FOG_COLOR.rgb;
fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
///// water magic
#ifdef NEAR_WATER
#ifdef FANCY /////enhance water
float F = dot(normalize(relPos), UNIT_Y);
F = 1.0 - max(F, 0.1);
// Nvidia Tegra 2 and Xoom (maybe the combination) have some bug where "min" returns a highp float
// in some cases even though the input are lowp floats. This together with the devices/drivers
// inability to figure out what to do with that causes it to fail due to an ambiguous call to mix.
F = 1.0 - mix(F*F*F*F, 1.0, float(min(1.0, cameraDepth / FAR_CHUNKS_DISTANCE)));
color.rg -= vec2(F * DIST_DESATURATION);
vec4 depthColor = vec4(color.rgb * 0.5, 1.0);
vec4 traspColor = vec4(color.rgb * 0.45, 0.8);
vec4 surfColor = vec4(color.rgb, 1.0);
vec4 nearColor = mix(traspColor, depthColor, color.a);
color = mix(surfColor, nearColor, F);
#else
// Completely insane, but if I don't have these two lines in here, the water doesn't render on a Nexus 6
vec4 surfColor = vec4(color.rgb, 1.0);
color = surfColor;
color.a = pos.z / FAR_CHUNKS_DISTANCE + 0.5;
#endif //FANCY
#endif
}