// MinecraftPT — Basic Fragment Shader (untextured geometry, e.g. clouds, selection) #include "/Lib/Settings.glsl" #include "/Lib/Utilities.glsl" in vec2 texcoord; in vec3 worldPos; in vec3 worldNormal; in vec3 vertexNormal; in vec4 color; in vec2 lightmap; flat in int blockId; layout(location = 0) out vec4 colortex0Out; layout(location = 1) out vec4 colortex1Out; layout(location = 2) out vec4 colortex2Out; layout(location = 3) out vec4 colortex3Out; layout(location = 4) out vec4 colortex4Out; layout(location = 5) out vec4 colortex5Out; void main(){ vec4 albedo = color; #ifdef IS_SELECTION float matID = 19.0 / 255.0; // MATID_SELECTION #else float matID = 0.0; #endif colortex0Out = vec4(albedo.rgb, 0.0); colortex1Out = vec4(EncodeNormal(worldNormal), EncodeNormal(vertexNormal)); colortex2Out = vec4(0.0, 0.0, 0.0, matID); colortex3Out = vec4(1.0, 1.0, 1.0, 1.0); colortex4Out = vec4(0.0); colortex5Out = vec4(0.0); }