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Update to 1.18.2
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ShockMicro committed Mar 9, 2022
1 parent 626198c commit caedad0
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Showing 14 changed files with 28 additions and 14 deletions.
3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/particle.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

out float vertexDistance;
Expand All @@ -23,7 +24,7 @@ out vec4 maxLightColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
texCoord0 = UV0;
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
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Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -30,7 +31,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
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3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_cutout.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform vec3 ChunkOffset;

out float vertexDistance;
Expand All @@ -29,7 +30,7 @@ void main() {
vec3 pos = Position + ChunkOffset;
gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, pos);
vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
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3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_cutout_mipped.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform vec3 ChunkOffset;

out float vertexDistance;
Expand All @@ -29,7 +30,7 @@ void main() {
vec3 pos = Position + ChunkOffset;
gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, pos);
vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
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3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_entity_cutout.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
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Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
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Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
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Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -28,7 +29,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
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3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_entity_solid.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;

uniform vec3 Light0_Direction;
Expand All @@ -31,7 +32,7 @@ out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, IViewRotMat * Position);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
Expand Down
3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_solid.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform vec3 ChunkOffset;

out float vertexDistance;
Expand All @@ -29,7 +30,7 @@ void main() {
vec3 pos = Position + ChunkOffset;
gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, pos);
vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
Expand Down
3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_translucent.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform vec3 ChunkOffset;

out float vertexDistance;
Expand All @@ -29,7 +30,7 @@ void main() {
vec3 pos = Position + ChunkOffset;
gl_Position = ProjMat * ModelViewMat * vec4(pos, 1.0);

vertexDistance = cylindrical_distance(ModelViewMat, pos);
vertexDistance = fog_distance(ModelViewMat, pos, FogShape);
dimension = get_dimension(minecraft_sample_lightmap(Sampler2, ivec2(0.0, 0.0)));
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
Expand Down

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