#version 150 #moj_import #moj_import in vec3 Position; in vec4 Color; in vec2 UV0; in vec2 UV1; in ivec2 UV2; in vec3 Normal; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; uniform int FogShape; uniform vec3 Light0_Direction; uniform vec3 Light1_Direction; out float vertexDistance; out vec4 vertexColor; out vec2 texCoord0; out vec2 texCoord1; out vec4 normal; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); vertexDistance = fog_distance(ModelViewMat, Position, FogShape); vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0); texCoord0 = UV0; texCoord1 = UV1; normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); }