// MinecraftPT — Generic Vertex Shader (entities, textured, line, weather, glints) #include "/Lib/Settings.glsl" #include "/Lib/Utilities.glsl" out vec2 texcoord; out vec3 worldPos; out vec3 worldNormal; out vec3 vertexNormal; out vec4 color; out vec2 lightmap; flat out int blockId; flat out float blockLightLevel; void main(){ vec4 viewPos = gl_ModelViewMatrix * gl_Vertex; vec4 wPos = gbufferModelViewInverse * viewPos; worldPos = wPos.xyz; vertexNormal = normalize(gl_NormalMatrix * gl_Normal); worldNormal = normalize(mat3(gbufferModelViewInverse) * vertexNormal); lightmap = gl_MultiTexCoord1.xy / 240.0; lightmap = saturate(lightmap); blockId = int(mc_Entity.x + 0.5); blockLightLevel = at_midBlock.w; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; color = gl_Color; gl_Position = gl_ProjectionMatrix * viewPos; gl_Position.xy += taaJitter * gl_Position.w; }